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Gideros find relative coordinates of sprite
Gideros find relative coordinates of sprite









gideros find relative coordinates of sprite

# Add the number 1 to the coordinates for each pointĭomain = Logical linear transformation of that space for thatĪdditional point. Post-transformation space that corresponds to the most Input coordinate return the location (coordinate) in the Given a set of input coordinates and their resultingĬoordinates post-transformation, and given an additional

Gideros find relative coordinates of sprite code#

Here is the starter code I have produced from John Hughes linear transformation calculation below.ĭef extrapolate(domain_coordinates, result_coordinates, point):

gideros find relative coordinates of sprite

I think I'd be happy with either solution. But if the case can be made that the second rotational solution is more generalized maybe I'd rather use that, idk. I think the first, straightforward solution is the one I'm looking for. So what is the generalized solution for calculating spatial transformations? What are the steps to solve for X?ĮDIT AGAIN: thinking about this intuitively I think there might be two answers to the question: one where the 2d space is not rotated and one where it is. This particular example rotates the space then stretches it in various ways.

gideros find relative coordinates of sprite

This is not merely a rotation, or a dilation, etc. How do I do this generally not only for 2 dimensions but for larger ones too? # triangle translationĮDIT: as I've done more research into basic geometric transformations I can see that I'm asking for a generalization of all possible transformations of the space. if the coordinates get translated to a new triangle I want to calculate the new relative point. I have a relative point to that triangle. I have a few coordinates that form a triangle.











Gideros find relative coordinates of sprite