On Thu, 5 Apr 2007 00:16:02 -0500 Brian Mattern <[EMAIL PROTECTED]>
babbled:

> 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 :) 

that's kind of what i was saying. if you make the current point_add relative to
obj top-left, then you will need an absolute call to set abs points (but then
get turned into obj-relative at add time). on move and resize points are
transformed FROM what they were originally set at - scaling tho needs to always
keep the original setting and scale given the current scaling factor.

> Brian
> 
> 
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-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [EMAIL PROTECTED]
裸好多
Tokyo, Japan (東京 日本)

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