Hi, Carlos!

Actual transformation splitted by two parts 'transformation' and
'origin_transformation'.

'origin_transformation' determines rotation center and angles of apllying
X and Y scaling. Also it determines visual representation of
transformation handles in workarea.

Main condition of such splitting is - 'origin_transformation' should have
no effect when 'transformation' is identity. 'origin_transformation' only
determines how 'transformation' will applied.

So transformation matrix can be calculated only for both parameters
'origin_transformation' and 'transformation' (not for each one).

Anyway I'll think about generic solution how to split matrix to origin and
transformation parts.

Ivan

> Hi!
> I'm following the changes being made in the bones branch by Ivan.
>
> The Transformation class (as a new type) is a great idea and its
> representation as composite of rotation, translation and both scales is
> great. From the point of view of the user it is good, because user can
> fine
> tune the values editing them manually.
>
> But I wonder why internally it is not represented as a matrix. With a
> 3x3 matrix (augmented 2x2 matrix [1]) it is possible to produce not only
> rotation translation and scale but also shear mapping perspective
> projection or homothety due to the properties of the affine
> transformations
> [2]. Then we could use that matrix in other kind of effects without need
> to
> rewrite more code since the matrix algebra is exactly the same.
>
> Cheers, Carlos
>
> [1] http://en.wikipedia.org/wiki/Augmented_matrix
> [2] http://en.wikipedia.org/wiki/Affine_transformation
>
>
> --
> Carlos
> http://synfig.org
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