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   how to get a rotated point?
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   Author  Topic: how to get a rotated point?  (Read 256 times)
_C


how to get a rotated point?
« on: Nov 16th, 2004, 9:37pm »

hi everybody,
 
i was wondering whether it was possible to get a
rotated point from his coordinate system back to  
the 'screenworld', for lets say we got three points  
gliding around the middle of the stage like moons.
then, how could i draw a line from lets say '200,0'
to one object, so that it looks like the moon is
hung up at the top of the screen? or, how it one point translated while the other one is not?  
 
thanks for any help
c
 
fry


WWW
Re: how to get a rotated point?
« Reply #1 on: Nov 17th, 2004, 12:04am »

not sure i totally understand your question, but  screenX/Y/Z should do it:
http://processing.org/reference/screenX_.html
 
there's also objectX/Y/Z which will give you coordinates in "object" space (without the camera view), rather than screen space. this may be closer to what you're asking.
 
_C


Re: how to get a rotated point?
« Reply #2 on: Nov 17th, 2004, 12:18am »

thanks ben.  
thats around what i meant. while having few objects
that should rotate round a center, i wanted a line
tracking the objects at one end, on the other  
beeing stable connected to some static point.  
so, as i found out, it is also possible to write  
a variable into the class which should return the  
points and set it *inside* the translation push() and  
pop() stacking to the screenx, screeny, screenz.
puh. maybe sounds complicated but to keep things
away from chaos, i tried to translate objects inside
the classes so in the main loop, i only have to call
the draw methods and have no trouble with what is  
beeing set in one way and the other object inanother.
then you only need another float method returning the
value or the absolute point of the called object.
 
maybe object() does exactly that?  
 
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