[PD] Creating a line in Gem

Alexandros Drymonitis adrcki at gmail.com
Tue Dec 18 16:40:22 CET 2012


Thanks Cyrille, this is what I wanted.


On Tue, Dec 18, 2012 at 2:25 PM, Cyrille Henry <ch at chnry.net> wrote:

> hello,
>
> ok, i can see why it's complicated to use rectangle in this situation.
> But i did not see the problem of the curve object.
>
>
> in order to "give this line an angle", i think it's best to use the rotate
> object than the shear.
>
> computation are not that hard with rectangle if you do it right :
> gemhead
> translateXYZ <- give random position
> rotateXYZ  <- give Z rotation
> scaleXYZ 0 1 1 <- change X scale to grow
> translate 0.5 0 0 <- to move the primitive so that it's not center
> rectangle 0.5 0.1 <- 0.1 is line width
>
> starting point is given by the initial translate.
> ending point is just : starting point + cos(angle)*line length for X
> coordinate,
> replace cos with sin for Y position (be aware that Gem is in deg, while pd
> is in rad)
>
>
>
> but if you prefer having random initial position and random final
> position, then a [curve 2] object can be more helpful.
>
> see both solution in attachment.
>
>
> cheers
> Cyrille
>
>
>
>
> Le 18/12/2012 12:46, Alexandros Drymonitis a écrit :
>
>> Hi all,
>>
>> I've been trying to render a line in Gem, so I'm wondering if it's best
>> to use [curve] (which is actually a curve as it indicates), or [rectangle]
>> with a very small x value, so that it looks like a line.
>> My problem is that I want to give this line an angle, so I've been using
>> [shearXY] for now. I also want to make the line grow from nothing to the
>> full desired length, but with [rectangle] it will grow from the middle, so
>> in order to make it grow from the starting point to the ending point, you
>> have to give [rectangle] a continuous x,y offset.
>> This way it's really hard to determine the starting and ending point of
>> the line. So, If for example the x,y coordinates of the starting and ending
>> point are random, then the angle and length will also be random and you'll
>> have to manipulate three different objects simultaneously ([rectangle],
>> [translate] and [shearXY]), and I'm not sure if I can find the formula for
>> all these calculations.
>> Is there an easier technique for this?
>>
>>
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