On Thu, Apr 05, 2007 at 04:09:59AM +0000, [EMAIL PROTECTED] wrote:
> 
> > > all in all this isnt a simple solution. the only way i see to
> > > handle both methods is to have 2 calls. 1 to add a point relative
> > > to origin and one to specify it absolutely.
> > 
> > Two calls makes sense, but I think internally the point list
> > should be relative to the object origin, and then convert to
> > absolute coords at render time. This would allow us to do some
> > sore of scaling based on object size (although some error would
> > be introduced if the points were specified in abs coords). 
> 
>       In order to eliminate cummulative errors, the vertex coords
> must be stored as input (possibly modulo integer translations).
>       In order to minimize confusion from multiple coord systems
> (and every time you have any kind of transformation, you basically
> create a new coord system), or things like eg. mixing calls to add
> points with calls to move/resize/rotate the obj (something which
> I think ought to be avoided in usage), the inputs must have an
> 'absolute' interpretation - either absolute rel to the canvas,
> or absolute rel to an (untransformed) 'obj coord system'.
> 
>       I'd have to say that I think it would be best if the inputs
> were taken rel to the (untransformed) obj, and nothing else. The
> object size would grow with points added, or with resizing (scaling
> the poly), and the bounding rect would change with rotations, etc..
> But the input vertex coords would have an absolute interpretation
> as being rel to the (untransformed) obj.

All of this is exactly what I had in mind, with an additional call that
took points in absolute canvas coords and then converted them to object
coords (at the current location/rotation/scaling). The use case I had in
mind for such a function would be to add points based on mouse input. It
would basically just do

  px,py = canvas_coords_to_polygon_coords(cx, cy)
  polygon_point_add(px,py)

So, maybe we would just need the functions that map between the two
coordinate spaces :) 

Brian


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