Re: Graphic transforms
- From: "Olaf Baeyens" <olaf.baeyens@xxxxxxxxxx>
- Date: Thu, 27 Oct 2005 12:18:27 +0200
> This is the idea. One thinks of rotation as happening 'naturally' about a
> certain point of an object......
>...
> Thus the full transform function is as follows:
>
> transform = T(-x-rotate_dx,-y-rotate_dy) S(scale_x,scale_y) R(r)
> T(x+rotate_dx, y+rotate_dy) T(dx, Tdy)
>
> applied from left to right, with:
>
> T = translate
> R = rotate
> S = scale
>
> And there you have it! The trick is moving it to the wrod origin before
> scaling and rotating to ease the computations, and to scale before
rotating
> since scaling can be performed on two axes.
>
> Is that what you were asking? : )
>
I believe you just killed the newsgroup with this quantum mechanics like
explanation. :-)
A lot of people here will need counseling here I guess. :-)
But you are right in your explanation.
But you forget that every object has another rotation called orientation.
;-)
First is the rotation and translation regarding of your parent starting
coordinate.
Second the orientation rotation on it's own axis (assuming that you do not
have an offset)
I am happy that GDI+ has DirectX and OpenGL like transforming functionality.
I missed that in GDI a lot.
I noticed that in the Windows vista they have created a very simple DirectX
engine usable in .NET, so I guess that 3D visualization will become much
more easy to implement.
But nevertheless, translation/rotation/scaling is confusing for any newbie
trying it.
.
- References:
- Graphic transforms
- From: Peter Oliphant
- Re: Graphic transforms
- From: Olaf Baeyens
- Re: Graphic transforms
- From: Peter Oliphant
- Re: Graphic transforms
- From: Olaf Baeyens
- Graphic transforms
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