paul.springer at sensis.com
Fri Mar 5 11:10:03 CST 2004
Thanks again Dar, I am beginning to see the light. So it looks like the
hardest thing I have to do is figure out the trigonometry for the custom
rotation function. I don't suppose someone might have such a function for an
From: Dar Scott [mailto:dsc at swcp.com]
Sent: Friday, March 05, 2004 12:03 PM
To: How to use Revolution
Subject: Re: Rotating Graphics
On Friday, March 5, 2004, at 09:28 AM, Springer, Paul wrote:
> Thanks for the help. As a beginner with RR, I need a little
It is I who needs to be clear.
> 1. When you say "Rotate that." Do you mean with a built in command or
> with a
> custom command that is re-calculating where the points should be?
Custom command or function. Like this:
function rotateAboutPoint centerPoint, pointList -- returns point list
set the numberFormat to "0.###########"
put the exactPoints of graphic "Space Hog 1" into hPoints
put rotateAboutPoint( spaceStationLoc, hPoints ) into hPoints
set the exactPoints of graphic "Space Hog 1" to hPoints
> 2. Aren't there points already defined for the polygons vertices?
> Do I need
> to somehow use my custom properties instead of those?
Yes and maybe no.
My guess is that you are seeing a drift and shrink because of
truncation. Since the points for a polygon must be whole numbers the
accumulated errors show quickly. The use of a custom property to hold
points allows greater precision and much, much less drift.
You don't have to hold them in a custom property. You can keep them in
a global array with one set of points for each polygon. You don't have
to use a setProp, you can explicitly create the (rounded) points from
the exactPoints each time you change the points.
If you rotate images or groups, too, you might want to set things up so
that you send a command of yours to the control and the control knows
how to rotate itself.
Another benefit of this method is that you can make very small changes
that do not affect the display, but will add up.
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