This was the result of random flashkit thread encounter and has no much real life value, probably. The closest thing I found to what that guy was asking for was this 2009 post explaining the trick to pick random point in the circle, but it is remarkably easy to extend it to the ellipse, or even arbitrary elliptic arc or sector. It is interesting in that you pick correct point on 1st try versus, for example, 4/π ≈ 1.27-th try if you simply select random point in ellipse bounding box and reject outliers – and some extra Math.xxx calls pay for that.

## Posts Tagged 'geometry'

### Picking random points in elliptic arc or sector

Published February 7, 2013 Uncategorized Leave a CommentTags: geometry, wonderfl

### How to draw numbered billiard balls

Published December 28, 2012 Uncategorized 2 CommentsTags: flash, geometry, tutorial, wonderfl

This blog desperately needs more posts, but I hardly have any subjects to write at length about. And this is where wonderfl comes to the rescue – some of those codes are so complicated that one could give two hours talk about them. This code is that kind of code, and tonight I am going to explain just one small part of it – drawing numbered billiard balls. Continue reading ‘How to draw numbered billiard balls’

### Projector-Camera sync code on github

Published June 5, 2012 Uncategorized 2 CommentsTags: flash, geometry

As you might know, I have finally tested my idea to use my old drawTriangles() snippet for projector perspective reconstruction from webcam video. The thing is that, unless you duct-tape your webcam to projector, there is significant difference in perspective between projector and webcam that needs to be compensated in one way or another before you could use webcam to do something like this:

or

So I borrowed this projector from Denis Radin and wrote a wrapper around webcam and math and shit that is now hosted on github. There you get a sprite that waits for Ctrl+Space to show 4 white arrows for a second, and then you mark those arrows in webcam image. When you’re done, Ctrl+Space again to hide it. Using this “calibration” info, your code gets corresponding region of webcam video automatically transformed into rectangle – the way your projector would see it, if it was a webcam itself. What you do with that image next is up to you; I’ve included flashlight “painting” example above as well as basic edge highlighting example.

### WTF is Transformation Matrix?

Published January 10, 2012 Uncategorized 3 CommentsTags: 3D, geometry, tutorial

A transformation matrix transforms a vector of point coordinates in given frame of reference into coordinates in another one (e.g. from child to parent in our beloved display lists or scene graphs) – Captain Obvious.

Many people think of transformation matrices as impenetrable black boxes filled with random numbers that are impossible to make sense of while fiddling with your application. So this 1st post of the year is my attempt to help those people, by providing as short and simple explanation for those numbers as possible.

P.S. Since matrices transform vectors, you need to know a thing or two about vectors 1st. Continue reading ‘WTF is Transformation Matrix?’

### Grab my balls

Published October 3, 2011 3D 7 CommentsTags: 3D, alternativa3d, away3d, flash, geometry, minko, wonderfl

So, I have started cross-engine 3D primitives project at github. Just like as3dmod, it plugs seamlessly into your favorite engine to help you out whenever you feel limited by it. Initial commit supports Alternativa3D 8.12, Away3D 4 Alpha, Minko 1 and contains two spheric primitives: UniformSphere and Globe.

UniformSphere is a mesh built from the spiral of vertices uniformly distributed across the sphere. You have two options here: Rakhmanov formula (default, the spiral joins sphere poles) or Bauer formula (the spiral does not contain poles). This primitive was ported from my 3D metaballs code.

Globe is a mesh that minimizes texture distortions for classic plate carré projection. It does so by placing equilateral triangles along the equator and gradually compressing triangles towards each pole (where high triangle density is actually good property in terms of texture distortions). This primitive was ported from my globe component for FP9, which is now also hosted at github.

I plan to add few more primitives over time, both useful and not really, and maybe more engine proxies if there will be any interest.