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Path Animation II

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  • Alexander Adam
    hi! I m still fighting with that animating of a path. Is there any script or so out there that lets me normalize two pathes to each other so that I could
    Message 1 of 23 , Nov 2, 2003
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      hi!

      I'm still fighting with that animating of a path.
      Is there any script or so out there that lets me "normalize" two
      pathes to each other so that I could animate from the first one to
      the second one by using the d="" attribute .. ?

      thanks,
      alex
    • Mathias FATENE
      Hi Alexander, Do you want to normalize the animated or the fixed path ? Can you send me your code. I ll see what i can do. Mathias ... De : Alexander Adam
      Message 2 of 23 , Nov 2, 2003
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        Hi Alexander,
        Do you want to normalize the animated or the fixed path ?
        Can you send me your code. I'll see what i can do.

        Mathias

        -----Message d'origine-----
        De : Alexander Adam [mailto:evolgrafix_aadam@...]
        Envoyé : dimanche 2 novembre 2003 19:45
        À : svg-developers@yahoogroups.com
        Objet : [svg-developers] Path Animation II


        hi!

        I'm still fighting with that animating of a path.
        Is there any script or so out there that lets me "normalize" two
        pathes to each other so that I could animate from the first one to
        the second one by using the d="" attribute .. ?

        thanks,
        alex



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      • Alexander Adam
        hi, ... I have a two pathes with a different amount of commands and need to normalize them to be able to animate between them with
        Message 3 of 23 , Nov 2, 2003
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          hi,

          > Hi Alexander,
          > Do you want to normalize the animated or the fixed path ?
          > Can you send me your code. I'll see what i can do.

          I have a two pathes with a different amount of commands and need to
          normalize them to be able to animate between them with <animate
          dur="5s" attributeName="d" from="path 1 points" to="path 2 points"/>

          alex
        • mfatene
          Hi, Since your example is secret, i give you mine : SVG do the job of normalization for you. ...
          Message 4 of 23 , Nov 2, 2003
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            Hi,

            Since your example is secret, i give you mine :

            SVG do the job of normalization for you.

            ------------------------------
            <?xml version="1.0" encoding="ISO-8859-1" standalone="no"?>
            <!DOCTYPE svg>
            <svg>

            <desc>
            Author : Mathias FATENE
            Object : Path animation
            </desc>

            <g transform="translate(100,50)">
            <path style="fill:green; stroke:rgb(0,0,0); stroke-width:5" d="M 295
            250 L 250 350 L 350 350 L 305 250 z" >
            <animate attributeName="visibility" begin="1s" dur="1s"
            from="visible" to="hidden" fill="freeze"/>
            </path>

            <!-- animation -->
            <path style="fill:red; stroke:rgb(0,0,0); stroke-width:5" d="M 295
            250 L 250 350 L 350 350 L 305 250 z">
            <animate attributeName="d" begin="1s" dur="2s" values="
            M 90 0 L 0 200 L 200 200 L 110 0 z;
            M 295 250 L 250 350 L 350 350 L 305 250 z;" />
            </path>
            </g>
            </svg>
            ---------------------------------------------

            If this is not what you want, i'm sorry, i can't help.

            Mathias

            --- In svg-developers@yahoogroups.com, "Alexander Adam"
            <evolgrafix_aadam@y...> wrote:
            > hi,
            >
            > > Hi Alexander,
            > > Do you want to normalize the animated or the fixed path ?
            > > Can you send me your code. I'll see what i can do.
            >
            > I have a two pathes with a different amount of commands and need to
            > normalize them to be able to animate between them with <animate
            > dur="5s" attributeName="d" from="path 1 points" to="path 2 points"/>
            >
            > alex
          • mfatene
            Another way to have animations smoother, is to user opacity and from= to= rather than values. ==========================
            Message 5 of 23 , Nov 2, 2003
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              Another way to have animations smoother, is to user opacity and
              from="" to="" rather than values.
              ==========================
              <?xml version="1.0" encoding="ISO-8859-1" standalone="no"?>
              <!DOCTYPE svg>
              <svg>

              <desc>
              Author : Mathias FATENE
              Object : Path animation
              </desc>

              <g transform="translate(100,50)">
              <path style="fill:green; stroke:rgb(0,0,0); stroke-width:5" d="M 295
              250 L 250 350 L 350 350 L 305 250 z" >
              <animate attributeName="opacity" begin="1s" dur="1.99s" from="1"
              to="0" fill="freeze"/>
              </path>

              <!-- animation -->
              <path style="fill:red; stroke:rgb(0,0,0); stroke-width:5" d="M 295
              250 L 250 350 L 350 350 L 305 250 z">
              <animate attributeName="d" begin="1s" dur="2s" from="M 90 0 L 0 200 L
              200 200 L 110 0 z" to ="M 295 250 L 250 350 L 350 350 L 305 250 z" />
              </path>
              </g>
              </svg>

              ===========================
              Mathias




              --- In svg-developers@yahoogroups.com, "mfatene"
              <mathias.fatene@w...> wrote:
              > Hi,
              >
              > Since your example is secret, i give you mine :
              >
              > SVG do the job of normalization for you.
              >
              > ------------------------------
              > <?xml version="1.0" encoding="ISO-8859-1" standalone="no"?>
              > <!DOCTYPE svg>
              > <svg>
              >
              > <desc>
              > Author : Mathias FATENE
              > Object : Path animation
              > </desc>
              >
              > <g transform="translate(100,50)">
              > <path style="fill:green; stroke:rgb(0,0,0); stroke-width:5" d="M
              295
              > 250 L 250 350 L 350 350 L 305 250 z" >
              > <animate attributeName="visibility" begin="1s" dur="1s"
              > from="visible" to="hidden" fill="freeze"/>
              > </path>
              >
              > <!-- animation -->
              > <path style="fill:red; stroke:rgb(0,0,0); stroke-width:5" d="M 295
              > 250 L 250 350 L 350 350 L 305 250 z">
              > <animate attributeName="d" begin="1s" dur="2s" values="
              > M 90 0 L 0 200 L 200 200 L 110 0 z;
              > M 295 250 L 250 350 L 350 350 L 305 250 z;" />
              > </path>
              > </g>
              > </svg>
              > ---------------------------------------------
              >
              > If this is not what you want, i'm sorry, i can't help.
              >
              > Mathias
              >
              > --- In svg-developers@yahoogroups.com, "Alexander Adam"
              > <evolgrafix_aadam@y...> wrote:
              > > hi,
              > >
              > > > Hi Alexander,
              > > > Do you want to normalize the animated or the fixed path ?
              > > > Can you send me your code. I'll see what i can do.
              > >
              > > I have a two pathes with a different amount of commands and need
              to
              > > normalize them to be able to animate between them with <animate
              > > dur="5s" attributeName="d" from="path 1 points" to="path 2
              points"/>
              > >
              > > alex
            • Alexander Adam
              hi Mathias, No, in your sample there s no nomalization (and viewers are not doing that automatically, that s my problem here), your pathes are all having the
              Message 6 of 23 , Nov 2, 2003
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                hi Mathias,

                No, in your sample there's no nomalization (and viewers are not
                doing that automatically, that's my problem here), your pathes are
                all having the same amount (and even the same types) of commands:

                M 295 250 L 250 350 L 350 350 L 305 250 z
                M 90 0 L 0 200 L 200 200 L 110 0 z
                M 295 250 L 250 350 L 350 350 L 305 250 z

                Alex
              • mfatene
                and yours ?
                Message 7 of 23 , Nov 2, 2003
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                  and yours ?

                  --- In svg-developers@yahoogroups.com, "Alexander Adam"
                  <evolgrafix_aadam@y...> wrote:
                  > hi Mathias,
                  >
                  > No, in your sample there's no nomalization (and viewers are not
                  > doing that automatically, that's my problem here), your pathes are
                  > all having the same amount (and even the same types) of commands:
                  >
                  > M 295 250 L 250 350 L 350 350 L 305 250 z
                  > M 90 0 L 0 200 L 200 200 L 110 0 z
                  > M 295 250 L 250 350 L 350 350 L 305 250 z
                  >
                  > Alex
                • Alexander Adam
                  ... they can have *any* kind and *any* amount of commands.. so they need to be normalized with each other to be used in a smooth animation. alex
                  Message 8 of 23 , Nov 2, 2003
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                    --- In svg-developers@yahoogroups.com, "mfatene"
                    <mathias.fatene@w...> wrote:
                    > and yours ?

                    they can have *any* kind and *any* amount of commands.. so they need
                    to be normalized with each other to be used in a smooth animation.

                    alex
                  • Mathias FATENE
                    May be you can see normalizedPathSegList at http://www.w3.org/TR/SVG/paths.html#PathElement. good luck Mathias ... De : Alexander Adam
                    Message 9 of 23 , Nov 2, 2003
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                      May be you can see normalizedPathSegList at
                      http://www.w3.org/TR/SVG/paths.html#PathElement.

                      good luck
                      Mathias
                      -----Message d'origine-----
                      De : Alexander Adam [mailto:evolgrafix_aadam@...]
                      Envoyé : dimanche 2 novembre 2003 23:57
                      À : svg-developers@yahoogroups.com
                      Objet : [svg-developers] Re: Path Animation II


                      --- In svg-developers@yahoogroups.com, "mfatene"
                      <mathias.fatene@w...> wrote:
                      > and yours ?

                      they can have *any* kind and *any* amount of commands.. so they need
                      to be normalized with each other to be used in a smooth animation.

                      alex



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                    • Mathias FATENE
                      Hi Alexander, You can look at this axample. It s similar to path morphing. see for that http://www.carto.net/papers/svg/samples/path_morphing.shtml. As it s
                      Message 10 of 23 , Nov 3, 2003
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                        Hi Alexander,
                        You can look at this axample. It's similar to path morphing. see for that
                        http://www.carto.net/papers/svg/samples/path_morphing.shtml.
                        As it's said in the document :
                        [... There are some constraints for doing path-morphing: Currently you have
                        to use the same number of vertices in both path-elements, and they have to
                        be of the same type (you can't mix Bézier and non-Bézier when they don't
                        appear in the same order in the other path-description. You should also
                        orient both polygons in the same direction (left-right and right-left would
                        produce unwanted results). ...]

                        You can see that i complete the number of vertices to get the same number
                        (L200 200 L200 200). Your script can do that.
                        ----------------------------------------------------------
                        <?xml version="1.0" encoding="ISO-8859-1" standalone="no"?>
                        <!DOCTYPE svg>
                        <svg style="shape-rendering:geometricPrecision;
                        text-rendering:geometricPrecision; image-rendering:optimizeQuality">

                        <desc>
                        Author : Mathias FATENE
                        Object : Path animation
                        </desc>
                        <!-- animation -->
                        <path style="fill:red; stroke:rgb(0,0,0); stroke-width:5" d="M 295 250 L 250
                        350 L 350 350 L 305 250 z">
                        <animate attributeName="d" calcMode="linear" begin="1s" dur="5s" from="M 100
                        0 L 0 200 L 200 200 L200 200 L200 200z" to ="M 295 250 L 250 350 L 350 350 L
                        310 250 L 305 220 z" />
                        </path>
                        </g>
                        </svg>
                        ------------------------------------------------------------

                        Mathias
                        -----Message d'origine-----
                        De : Mathias FATENE [mailto:mathias.fatene@...]
                        Envoyé : lundi 3 novembre 2003 00:07
                        À : svg-developers@yahoogroups.com
                        Objet : RE: [svg-developers] Re: Path Animation II


                        May be you can see normalizedPathSegList at
                        http://www.w3.org/TR/SVG/paths.html#PathElement.

                        good luck
                        Mathias
                        -----Message d'origine-----
                        De : Alexander Adam [mailto:evolgrafix_aadam@...]
                        Envoyé : dimanche 2 novembre 2003 23:57
                        À : svg-developers@yahoogroups.com
                        Objet : [svg-developers] Re: Path Animation II


                        --- In svg-developers@yahoogroups.com, "mfatene"
                        <mathias.fatene@w...> wrote:
                        > and yours ?

                        they can have *any* kind and *any* amount of commands.. so they need
                        to be normalized with each other to be used in a smooth animation.

                        alex



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                      • Kevin Lindsey
                        Alex. ... 1) Divide each path into a list of sub-paths; a sub-path being from an M/m command to the next Z/z command or to the command before the next M/m
                        Message 11 of 23 , Nov 3, 2003
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                          Alex.

                          > I'm still fighting with that animating of a path. Is there any
                          > script or so out there that lets me "normalize" two pathes
                          > to each other so that I could animate from the first one to
                          > the second one by using the d="" attribute .. ?

                          1) Divide each path into a list of sub-paths; a sub-path being from an M/m command to the next Z/z command or to the command before the next M/m command, whichever is first.

                          2) Convert each sub-path to a form that uses cubic Béziers or quadratic Béziers only. All path commands can be converted to either of these types, but I'm not sure which type would be better to use.

                          Lines will be easy to convert. Arcs may be a little more challenging, but you may be able to adapt the circle approximation discussion on the SVG Wiki:

                          http://www.protocol7.com/svg-wiki/ow.asp?ThePath

                          For completeness, you will need to determine how to convert quadratic Béziers to cubic or vica versa depending on which Bézier type you decide to use. There's a Perl module (I haven't used it) that shows the math involved:

                          http://www.cpan.org/authors/id/Y/YS/YSAS/ - See Math-Bezier-Convert-0.01.tar.gz

                          3) Now, your paths are in a sort of canonical form. You need to traverse each path's sub-paths (the "to" and the "from" paths) in parallel. Chances are the number of control points will differ. You will need to use a Bézier curve splitting algorithm to add control points to the path with the fewer control points. I believe this is discussed on the Wiki page I mentioned earlier. You will have to come up with some type of heuristic to determine where to add control points.

                          Other challenges involve animating between two paths with a differing number of sub-paths, but this approach sounds do-able.

                          HTH,
                          Kevin
                          KevLinDev - http://www.kevlindev.com

                          [Non-text portions of this message have been removed]
                        • Gavin Kistner
                          ... Alex, if you re just trying to make the animation happen, and the only constraint is that you need the same number of points in the two lines, how about
                          Message 12 of 23 , Nov 3, 2003
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                            On Nov 3, 2003, at 10:29 AM, Kevin Lindsey wrote:
                            >> I'm still fighting with that animating of a path. Is there any
                            >> script or so out there that lets me "normalize" two pathes
                            >> to each other so that I could animate from the first one to
                            >> the second one by using the d="" attribute .. ?
                            > [...a really nice and proper way to normalize paths that undoubtedly
                            > involves much math...]

                            Alex, if you're just trying to make the animation happen, and the only
                            constraint is that you need the same number of points in the two lines,
                            how about just 'padding' the line which has less points with a bunch of
                            no-movement ones at the end to get the same amount?

                            The animation results may not be what you wanted (the animation will be
                            spreading those points out) but might be Good Enough.


                            --
                            "States have been altered by liquor, by weed; and then hate gets
                            exalted as art falls to greed." -Will Smith, /Born to Reign/
                          • Kevin Lindsey
                            Gavin, ... The math isn t that hard, especially since a lot of it can be found online (in Perl modules for example). A while ago, I had been thinking about the
                            Message 13 of 23 , Nov 5, 2003
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                              Gavin,

                              > On Nov 3, 2003, at 10:29 AM, Kevin Lindsey wrote:
                              >>> I'm still fighting with that animating of a path. Is there any
                              >>> script or so out there that lets me "normalize" two pathes
                              >>> to each other so that I could animate from the first one to
                              >>> the second one by using the d="" attribute .. ?
                              > [...a really nice and proper way to normalize paths that undoubtedly
                              > involves much math...]

                              The math isn't that hard, especially since a lot of it can be found online
                              (in Perl modules for example).

                              A while ago, I had been thinking about the approach I outlined, so I decided
                              to go ahead and give it a try. The results aren't too bad, but I'm sure I
                              will need to tweak things. I also found that it's helpful to have some
                              utilities that let you restructure path data without altering the final
                              appearance: for instance, converting a clockwise path to a counter-clockwise
                              path.

                              I'll try to get something written up on this so others can make use of it,
                              but here are some early results for those who are interested. Each example
                              starts with two (simple) paths that get converted step by step to paths with
                              an equal number of cubic bézier commands. I still need to try this out on
                              compound paths.

                              http://www.kevlindev.com/dom/path_animation/boxArcSample.svg
                              http://www.kevlindev.com/dom/path_animation/dollarTriangleSample.svg

                              Kevin
                              KevLinDev - http://www.kevlindev.com
                            • Mathias FATENE
                              Hi Kevin, what is the rate to change $ to triangle today ? Mathias ... De : Kevin Lindsey [mailto:kevin@kevlindev.com] Envoyé : jeudi 6 novembre 2003 07:15 À
                              Message 14 of 23 , Nov 5, 2003
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                                Hi Kevin,
                                what is the rate to change $ to triangle today ?
                                Mathias

                                -----Message d'origine-----
                                De : Kevin Lindsey [mailto:kevin@...]
                                Envoyé : jeudi 6 novembre 2003 07:15
                                À : svg-developers@yahoogroups.com
                                Objet : Re: [svg-developers] Re: Path Animation II


                                Gavin,

                                > On Nov 3, 2003, at 10:29 AM, Kevin Lindsey wrote:
                                >>> I'm still fighting with that animating of a path. Is there any
                                >>> script or so out there that lets me "normalize" two pathes
                                >>> to each other so that I could animate from the first one to
                                >>> the second one by using the d="" attribute .. ?
                                > [...a really nice and proper way to normalize paths that undoubtedly
                                > involves much math...]

                                The math isn't that hard, especially since a lot of it can be found online
                                (in Perl modules for example).

                                A while ago, I had been thinking about the approach I outlined, so I decided
                                to go ahead and give it a try. The results aren't too bad, but I'm sure I
                                will need to tweak things. I also found that it's helpful to have some
                                utilities that let you restructure path data without altering the final
                                appearance: for instance, converting a clockwise path to a counter-clockwise
                                path.

                                I'll try to get something written up on this so others can make use of it,
                                but here are some early results for those who are interested. Each example
                                starts with two (simple) paths that get converted step by step to paths with
                                an equal number of cubic bézier commands. I still need to try this out on
                                compound paths.

                                http://www.kevlindev.com/dom/path_animation/boxArcSample.svg
                                http://www.kevlindev.com/dom/path_animation/dollarTriangleSample.svg

                                Kevin
                                KevLinDev - http://www.kevlindev.com



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                              • Kevin Lindsey
                                ... For those of you who are interested, I have posted some more information on one method for converting the path data of two paths so that you can smoothly
                                Message 15 of 23 , Nov 7, 2003
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                                  I wrote:

                                  > I'll try to get something written up on this so others can make use of it

                                  For those of you who are interested, I have posted some more information on one method for converting the path data of two paths so that you can smoothly animate between the shapes of the two paths.

                                  http://www.kevlindev.com/blog/index.htm
                                  http://www.kevlindev.com/dom/path_parser/index.htm

                                  Happy SVGin!

                                  Kevin
                                  KevLinDev - http://www.kevlindev.com

                                  [Non-text portions of this message have been removed]
                                • Gavin Kistner
                                  ... Kevin, you are too cool :) Nice work, again.
                                  Message 16 of 23 , Nov 8, 2003
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                                    On Nov 7, 2003, at 5:20 PM, Kevin Lindsey wrote:
                                    > For those of you who are interested, I have posted some more
                                    > information on one method for converting the path data of two paths so
                                    > that you can smoothly animate between the shapes of the two paths.
                                    >
                                    > http://www.kevlindev.com/blog/index.htm
                                    > http://www.kevlindev.com/dom/path_parser/index.htm

                                    Kevin, you are too cool :)
                                    Nice work, again.
                                  • Alexander Adam
                                    hi Kevin, ... Cool stuff. But I tried with the following two pathes:
                                    Message 17 of 23 , Nov 8, 2003
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                                      hi Kevin,

                                      > > http://www.kevlindev.com/blog/index.htm
                                      > > http://www.kevlindev.com/dom/path_parser/index.htm

                                      Cool stuff. But I tried with the following two pathes:

                                      <path d="M150,60 h210 v90 h-210 v-90" fill="none"
                                      stroke="#000000" />
                                      <path d="M360,105 C 360,117 349,128, 329,137 C 310,145 283,150,
                                      255,150 C 227,150 200,145, 181,137 C 161,128 150,117, 150,105 C
                                      150,93 161,82, 181,73 C 200,65 227,60, 255,60 C 283,60 310,65,
                                      329,73 C 349,82 360,93, 360,105" fill="none" stroke="#000000" />

                                      And I get an exception from the script saying this._s is NaN - try
                                      it yourself. Other pathes worked well, great work, but why does the
                                      above path not work ?

                                      Alex
                                    • Alexander Adam
                                      hi kevin (again), Still playing with your stuff. Tried these two pathes:
                                      Message 18 of 23 , Nov 8, 2003
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                                        hi kevin (again),

                                        Still playing with your stuff.
                                        Tried these two pathes:

                                        <path d="M60,130 L139,69 L209,119 L169,169 L220,160 L209,189
                                        L180,209 L130,169 L90,160" />
                                        <path d="M67.44,137.44 L146.44,76.44 L216.44,126.44
                                        L176.44,176.44 L227.44,167.44 L216.44,196.44 L187.44,216.44
                                        L137.44,176.44 L97.44,167.44 L81.86,226.98 L108.65,260.46
                                        L81.86,282.79 L29.02,258.23 L26.05,213.58 L10.42,155.53
                                        L11.91,117.58 L69.95,76.65 L105.67,60.28" fill="#CE4444" />

                                        --> I get d1:
                                        "M60,130 C60,130,139,69,139,69 139,69,209,119,209,119
                                        209,119,169,169,169,169 169,169,220,160,220,160
                                        220,160,209,189,209,189 209,189,180,209,180,209
                                        180,209,130,169,130,169 130,169,90,160,90,160

                                        and d2:
                                        M67.44,137.44 C67.44,137.44,146.44,76.44,146.44,76.44
                                        146.44,76.44,216.44,126.44,216.44,126.44
                                        216.44,126.44,176.44,176.44,176.44,176.44
                                        176.44,176.44,227.44,167.44,227.44,167.44
                                        227.44,167.44,216.44,196.44,216.44,196.44
                                        216.44,196.44,187.44,216.44,187.44,216.44
                                        187.44,216.44,137.44,176.44,137.44,176.44
                                        137.44,176.44,97.44,167.44,97.44,167.44
                                        97.44,167.44,81.86,226.98,81.86,226.98
                                        81.86,226.98,108.65,260.46,108.65,260.46
                                        108.65,260.46,81.86,282.79,81.86,282.79
                                        81.86,282.79,29.02,258.23,29.02,258.23
                                        29.02,258.23,26.05,213.58,26.05,213.58
                                        26.05,213.58,10.42,155.53,10.42,155.53
                                        10.42,155.53,11.91,117.58,11.91,117.58
                                        11.91,117.58,69.95,76.65,69.95,76.65
                                        69.95,76.65,105.67,60.28,105.67,60.28

                                        You see point amount is different here but shouldn't your
                                        method "normalize" them --> also set the same amount of points? I
                                        thought it does.. was I wrong or did I do something wrong with my
                                        two pathes here ?

                                        Alex
                                      • Alexander Adam
                                        hi Kevin for the third time ;) I got some cool results now with your stuff but I was finally able to replicate one BIG bug, take these two pathes as p1 and p2
                                        Message 19 of 23 , Nov 8, 2003
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                                          hi Kevin for the third time ;)

                                          I got some cool results now with your stuff but I was finally able
                                          to replicate one BIG bug, take these two pathes as p1 and p2 in your
                                          dollar_triangle sample:

                                          <path id="p1"
                                          d="M125,136 L166,156 L146,115 L189,99 L146,84 L166,43
                                          L125,62 L110,19 L95,62 L53,43 L73,84 L30,99 L73,115 L53,156 L95,136
                                          L110,180 L125,136 L125,136"
                                          stroke="green" stroke-width="3" fill="none"/>
                                          <path id="p2"
                                          d="M137,128 L189,99 L137,71 L110,19 L82,71 L30,99
                                          L82,128 L110,180 L137,128 L137,128"
                                          stroke="green" stroke-width="3" fill="none"/>

                                          Now run and you should notify that the whole Internet Explorer / The
                                          ASVG Plugin stopped working!? Looks for me like an endless loop
                                          somewhere or so but couldn't find it.. could you tell me where I
                                          have to fix what to avoid that endless loop ?

                                          thanks a lot,
                                          alex
                                        • Alexander Adam
                                          Kevin, Ignore this issue! I found the solution myself, the path with more points must be always p1 and it works perfectly! Still the two other things left if
                                          Message 20 of 23 , Nov 8, 2003
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                                            Kevin,

                                            Ignore this issue! I found the solution myself, the path with more
                                            points must be always "p1" and it works perfectly!
                                            Still the two other things left if you could have a look at them...

                                            alex

                                            > Still playing with your stuff.
                                            > Tried these two pathes:
                                            >
                                            > <path d="M60,130 L139,69 L209,119 L169,169 L220,160 L209,189
                                            > L180,209 L130,169 L90,160" />
                                            > <path d="M67.44,137.44 L146.44,76.44 L216.44,126.44
                                            > L176.44,176.44 L227.44,167.44 L216.44,196.44 L187.44,216.44
                                            > L137.44,176.44 L97.44,167.44 L81.86,226.98 L108.65,260.46
                                            > L81.86,282.79 L29.02,258.23 L26.05,213.58 L10.42,155.53
                                            > L11.91,117.58 L69.95,76.65 L105.67,60.28" fill="#CE4444" />
                                            >
                                            > --> I get d1:
                                            > "M60,130 C60,130,139,69,139,69 139,69,209,119,209,119
                                            > 209,119,169,169,169,169 169,169,220,160,220,160
                                            > 220,160,209,189,209,189 209,189,180,209,180,209
                                            > 180,209,130,169,130,169 130,169,90,160,90,160
                                            >
                                            > and d2:
                                            > M67.44,137.44 C67.44,137.44,146.44,76.44,146.44,76.44
                                            > 146.44,76.44,216.44,126.44,216.44,126.44
                                            > 216.44,126.44,176.44,176.44,176.44,176.44
                                            > 176.44,176.44,227.44,167.44,227.44,167.44
                                            > 227.44,167.44,216.44,196.44,216.44,196.44
                                            > 216.44,196.44,187.44,216.44,187.44,216.44
                                            > 187.44,216.44,137.44,176.44,137.44,176.44
                                            > 137.44,176.44,97.44,167.44,97.44,167.44
                                            > 97.44,167.44,81.86,226.98,81.86,226.98
                                            > 81.86,226.98,108.65,260.46,108.65,260.46
                                            > 108.65,260.46,81.86,282.79,81.86,282.79
                                            > 81.86,282.79,29.02,258.23,29.02,258.23
                                            > 29.02,258.23,26.05,213.58,26.05,213.58
                                            > 26.05,213.58,10.42,155.53,10.42,155.53
                                            > 10.42,155.53,11.91,117.58,11.91,117.58
                                            > 11.91,117.58,69.95,76.65,69.95,76.65
                                            > 69.95,76.65,105.67,60.28,105.67,60.28
                                            >
                                            > You see point amount is different here but shouldn't your
                                            > method "normalize" them --> also set the same amount of points? I
                                            > thought it does.. was I wrong or did I do something wrong with my
                                            > two pathes here ?
                                            >
                                            > Alex
                                          • Kevin Lindsey
                                            Alexander, ... I won t be able to fix this correctly until next week, but I ve put in a temporary fix that gets around the problem for now. ... It appears to
                                            Message 21 of 23 , Nov 8, 2003
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                                              Alexander,

                                              > > > http://www.kevlindev.com/blog/index.htm
                                              > > > http://www.kevlindev.com/dom/path_parser/index.htm
                                              >
                                              > Cool stuff. But I tried with the following two pathes: ...
                                              > And I get an exception from the script saying this._s is NaN

                                              I won't be able to fix this correctly until next week, but I've put in a
                                              temporary fix that gets around the problem for now.

                                              > Tried these two pathes: ...
                                              > You see point amount is different here

                                              It appears to work for me now.

                                              > I got some cool results now with your stuff but I was finally able
                                              > to replicate one BIG bug, take these two pathes ...

                                              This too is related to the same code. I'm confident I've found the problem,
                                              but I need a little time to find the correct solution. Basically a root
                                              finder is taking too long to converge in certain cases. I'm not saying this
                                              is a solution, but if you wait a little while, you'll see that the
                                              conversion will complete.

                                              > the path with more points must be always "p1" and it works
                                              > perfectly

                                              Your sample appears to be working with latest revision of code.

                                              Thanks for pointing out these problems. If you run into others, please
                                              email me directly. That way we can spare the list from the line noise.

                                              Kevin
                                              KevLinDev - http://www.kevlindev.com
                                            • Alexander Adam
                                              Kevin, ... please ... noise. Thanks for the temporary Fixes. I look forward to the fix next week, could you notify me at alex.adam at evolgrafix dot com when
                                              Message 22 of 23 , Nov 9, 2003
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                                                Kevin,

                                                > Thanks for pointing out these problems. If you run into others,
                                                please
                                                > email me directly. That way we can spare the list from the line
                                                noise.

                                                Thanks for the temporary Fixes. I look forward to the fix next week,
                                                could you notify me at alex.adam'at'evolgrafix'dot'com when its out?

                                                Alex
                                                http://www.svg-cafe.com
                                              • Alexander Adam
                                                Kevin, ... please ... noise. Thanks for the temporary Fixes. I look forward to the fix next week, could you notify me at alex.adam at evolgrafix dot com when
                                                Message 23 of 23 , Nov 9, 2003
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                                                  Kevin,

                                                  > Thanks for pointing out these problems. If you run into others,
                                                  please
                                                  > email me directly. That way we can spare the list from the line
                                                  noise.

                                                  Thanks for the temporary Fixes. I look forward to the fix next week,
                                                  could you notify me at alex.adam'at'evolgrafix'dot'com when its out?

                                                  Alex
                                                  http://www.svg-cafe.com
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