Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: General question about Rotation Function  (Read 1601 times)

0 Members and 1 Guest are viewing this topic.

MOP

  • Newbie
  • *
  • Posts: 19
  • Expect the progress
    • View Profile
General question about Rotation Function
« on: November 07, 2017, 11:29:59 pm »
Hello people,

just a general question / ask for feature.

In my actual project i need some rotation, and i was really confused and suprised, that the object rotate in the wrong direction x) Firstly i thought i got some brainbugs, then i realized that the rotation is every time clockwise. So i looked up for an option to inverse that. Actually i realized with it in my shader for the object.

I read the article on the tutorial, and i understand why it is clockwise, becuase of the down mirrored coordinate system.

So why is this a bit nervy for me, i created my object texture aligned to the first quadrant. If i would use the current clockwise rotation, the code could be a bit non-comprehensible imo.

Whats about a feature like:
sfSprite_setRotation(90.0f, true) [C] true = anticlockwise, false = clockwise
Sprite.setRotation(90.0f, true) [C++]

I looked up the source, maybe it is just an extra rotation matrix which is inversed.

I know this seems like a bit fussy, but i get really brainbugs, with the clockwise rotation. I learned that rotation is every time anti clockwise according to euclidean room ;)

Dont hate me  :(

Greetz MOP
My Github Repo:
Snake
Deep Deep Deep in Development

achpile

  • Full Member
  • ***
  • Posts: 230
    • View Profile
    • Achpile's homepage
    • Email
Re: General question about Rotation Function
« Reply #1 on: November 08, 2017, 06:00:54 am »
just use setRotation(-angle);

 

anything