If I used the following code with the line being just a plain white line. How would I modify it so that the mouse interaction was more smooth? And what would I have to scale this up to say 500 data points?
Points = 11;
Lines = 10;
Viewport = 500;
rad = (3.14*2)/260;
line = new Array(Lines);
vertex = new Array(Points);
fscommand (“fullScreen”, true);
for (i=0; i != Lines; i++) {
wire.DuplicateMovieClip(“l” add i, i);
line* = eval(“l” add i);
}
for (i=0; i != Points; i++) {
point.DuplicateMovieClip(“v” add i, (Lines2)+i);
vertex = eval(“v” add i);
}
vertex[0].x = 0;
vertex[1].x = -100;
vertex[2].x = -150;
vertex[3].x = -150;
vertex[4].x = 0;
vertex[5].x = 100;
vertex[6].x = 150;
vertex[7].x = 100;
vertex[8].x = 150;
vertex[9].x = 0;
vertex[10].y = 0;
vertex[0].y = 0;
vertex[1].y = -100;
vertex[2].y = 0;
vertex[3].y = 100;
vertex[4].y = 150;
vertex[5].y = 100;
vertex[6].y = 0;
vertex[7].y = -100;
vertex[8].y = -150;
vertex[9].y = 0;
vertex[10].y = 0;
vertex[0].z = 0;
vertex[1].z = -100;
vertex[2].z = 0;
vertex[3].z = 100;
vertex[4].z = 0;
vertex[5].z = 100;
vertex[6].z = 0;
vertex[7].z = -100;
vertex[8].z = 0;
vertex[9].z = -150;
vertex[10].z = 150;
line[0].a = 0;
line[0].b = 1;
line[1].a = 0;
line[1].b = 2;
line[2].a = 0;
line[2].b = 3;
line[3].a = 0;
line[3].b = 4;
line[4].a = 0;
line[4].b = 5;
line[5].a = 0;
line[5].b = 6;
line[6].a = 0;
line[6].b = 7;
line[7].a = 0;
line[7].b = 8;
line[8].a = 0;
line[8].b = 9;
line[9].a = 0;
line[9].b = 10;
function Rotate (x, y, z) {
radx = radx;
rady = rady;
radz = radz;
for (i=0; i != Points; i++) {
vertex.x1 = vertex*.x;
vertex*.y1 = (Math.cos(radx)vertex.y)-(Math.sin(radx)vertex.z);
vertex*.z1 = (Math.sin(radx)vertex.y)+(Math.cos(radx)vertex.z);
vertex*.x2 = (Math.cos(rady)vertex.x1)-(Math.sin(rady)vertex.z1);
vertex*.y2 = vertex*.y1;
vertex*.z2 = (Math.sin(rady)vertex.x1)+(Math.cos(rady)vertex.z1);
vertex*.x3 = (Math.cos(radz)vertex.x2)-(Math.sin(radz)vertex.y2);
vertex*.y3 = (Math.sin(radz)vertex.x2)+(Math.cos(radz)vertex.y2);
vertex*.z3 = vertex*.z2;
}
}
function toScreen () {
for (i=0; i != Points; i++) {
vertex*.dx = (vertex*.x3viewport)/(vertex.z3+600)+350;
vertex*.dy = (vertex*.y3viewport)/(vertex.z3+600)+262.5;
}
}
function render () {
for (i=0; i != lines; i++) {
with (line*) {
_visible = true;
_x = vertex[line*.a].dx;
_y = vertex[line*.a].dy;
_xscale = vertex[line*.b].dx-vertex[line*.a].dx;
_yscale = vertex[line*.b].dy-vertex[line*.a].dy;
}
}
for (i=0; i != points; i++) {
with (vertex*) {
_x = dx;
_y = dy;
_xscale = 75+(((((500-z3*)/10)30)/100)(-1));
_yscale = 75+(((((500-z3*)/10)30)/100)(-1));
_alpha = ((((z3**(-1))+500)/10));
}
}
}
var ax, ay, az, oldx, oldy, bx, by, bz, nu;
set (circleplay, 0);