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Topic: Don't understand screenX(...) (Read 413 times) |
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mad
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Don't understand screenX(...)
« on: Jan 31st, 2005, 3:55am » |
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In a 2D application, each object draws itself at (0, 0) and uses translate to place its parts. I thought I could use screenX() and screenY() to recover coordinates compatible with mouseX and mouseY for picking. It doesn't work like that, though. Would someone please explain screenX(), and suggest a way to do picking? I expected the following program to print 0 0 20 20 40 40 60 60 80 80 but it prints 0 -0.5841017 20 19.290798 40 60.35884 60 123.389725 80 209.19089 void draw() { for (int a=0; a<width; a+=20) { translate(a, 0); println(a + " " + screenX(0, 0, 0)); } } p5 0068 Win2000 SP4 on p3 Mobile
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mad
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Re: Don't understand screenX(...) -- read this ve
« Reply #1 on: Jan 31st, 2005, 4:01am » |
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In a 2D application, each object draws itself at (0, 0) and uses translate to place its parts. I thought I could use screenX() and screenY() to recover coordinates compatible with mouseX and mouseY for picking. However they don't quite match up. Would someone please explain screenX(), and suggest a way to do picking? I expected the following program to print 0 0 20 20 40 40 60 60 80 80 but it prints 0 -5.9604645E-6 20 19.649542 40 39.7636 60 60.35884 80 81.452736 void draw() { for (int a=0; a<width; a+=20) { println(a + " " + screenX(0, 0, 0)); translate(20, 0); } } p5 0068 Win2000 SP4 on p3 Mobile
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fjen
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Re: Don't understand screenX(...)
« Reply #2 on: Jan 31st, 2005, 4:05am » |
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forum search came up with this: screenx, screeny (screenz ) /F
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