我试图取一个矩形的一边,并根据角度/角度倾斜一边。
答案 0 :(得分:4)
我为你准备了一些代码 有问题请问。
import flash.geom.Matrix;
var temp_matrix = new Matrix();
var square:Sprite = new Sprite();
addChild(square);
square.graphics.lineStyle(3,0x000000);
square.graphics.drawRect(0,0,200,100);
square.graphics.endFill();
var angle:Number = -10; // the angle of degrees
temp_matrix.b = Math.PI * 2 * angle / 360;// y skew
//temp_matrix.c = Math.PI * 2 * angle / 360;// x skew
var sourceMatrix:Matrix = square.transform.matrix;// get existing matrix
sourceMatrix.concat(temp_matrix); // apply skew to existing matrix
square.transform.matrix = temp_matrix;// assign the new skew
square.x = 100
square.y = 100
[第二轮]
var trapezium:Sprite = new Sprite();
addChild(trapezium);
trapezium.x = 100;
trapezium.y = 100;
var dir:Boolean = true;
var side:Boolean = true;
var angle:Number = 0; // the angle of degrees
var w:Number = 300;
var h:Number = 80;
var timer:Timer = new Timer(16);
timer.addEventListener( TimerEvent.TIMER, tick );
timer.start();
function tick(e:TimerEvent):void{
var radians:Number = Math.PI/180*angle;
trapezium.graphics.clear();
trapezium.graphics.beginFill(0x000000)
if( side){
// long side is right side
trapezium.graphics.lineTo(w,0);
trapezium.graphics.lineTo(w,radians*w+h);
trapezium.graphics.lineTo(0,h);
trapezium.graphics.lineTo(0,0);
}else{
trapezium.graphics.lineTo(w,0);
trapezium.graphics.lineTo(w,h);
trapezium.graphics.lineTo(0,radians*w+h);
trapezium.graphics.lineTo(0,0);
}
trapezium.graphics.endFill();
if(angle>=10){
dir = false;
}
if(angle<=0){
dir = true;
}
if(dir){
angle = angle+.2;
}else{
angle = angle-.2;
}
if( Math.floor(angle*10) <= 0 ){
side = !side;
}
}
答案 1 :(得分:3)
取角度的正切并乘以矩形的宽度,得到底轴的delta y,这样就可以了
[x1,y1]作为矩形的原点(永不改变)
[x1 + length,y1 + deltaY]作为右下角
答案 2 :(得分:1)
不知道AS,但在编辑之后,这看起来像带顶点的填充多边形:
P0 =(X0, Y0)
P1 = (X1, Y0)
if Angle >= 0 then
P2 = (X1, Y1)
P3 = (X0, Y1 + (X1-X0) * Tan(Angle))
else
P2 = (X1, Y1 - (X1-X0) * Tan(Angle))
P3 = (X0, Y1)