I had written this function a long time ago to calculate points on a
curve. t is like the percentage of the curve, so 0.5 would give you
the midpoint of the curve.
function calculateQuadraticBezierPoint(t:Number, sp:Point, cp:Point,
ep:Point):Point {
var result:Point = new Point(10, 10);
var ax:Number = sp.x + ((cp.x - sp.x) * t);
var ay:Number = sp.y + ((cp.y - sp.y) * t);
var bx:Number = cp.x + ((ep.x - cp.x) * t);
var by:Number = cp.y + ((ep.y - cp.y) * t);
var cx:Number = ax + ((bx - ax) * t);
var cy:Number = ay + ((by - ay) * t);
result.x = cx;
result.y = cy;
return result;
}
Hope that helps.
On May 22, 2008, at 2:48 PM, Tim Knip wrote:
> Hi list,
>
> I have a curved line (curveTo)...
>
> How to get straight line-segments following this curve?
> Where start- and endpoints of the segments lie on the curve .
>
> Say I have a circle created from 4 curveTo's. How do I create like 16
> straight line segments?
>
> Thanks!
> Tim
>
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