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Best Way to Rotate
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Best Way to Rotate


  • Subject: Best Way to Rotate
  • From: Gordon Apple <email@hidden>
  • Date: Sat, 27 Oct 2007 16:17:25 -0500

    Now that I've got my data structure handling down to functional, I'm
focusing on other things, like how to actually draw something useful.  I'm
creating a shape rendering object (no shape creation yet) and am wrestling
with how much should be done in rendering and how much in creation (i.e.,
creating/drawing the shapes).

    I like the idea of each shape (at least ones having fill/content) having
its own coordinate system.  Maybe that's not the best approach.  Shapes can
contain a shader, an NSImage, a QTMovie, text etc.  The philosophy of
rotation has now become an issue: Rotate the Bezier or rotate the
coordinates?

    Rotating the Bezier had advantages, one being that you can then easily
get its bounds when needed.  Rotating the coordinates creates problems for a
Bezier in determining bounds, especially if it contains curved segments.  In
the latter case, it appears that the only solution is to also rotate a copy
of the Bezier so you can ask for its bounds.

    I don's see a way to rotate an NSImage, so it looks like rotating
coordinates is de rigueur.  OTOH, rotating coordinates for drawing isn't
going to work for a QTMovie.  The movie is expected to play and be clipped
rotated regardless of what else is going on, so the movie object itself has
to be rotated.  I assume that text will do ok in coordinate rotation, so I
don't think that's an issue.

    Any thoughts on these issues.  Am I just going to have to handle each
content type independently like I described?

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