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Re: gEDA-user: Rotations, rotations, rotations.
> Something like this. (Still preliminary)
> typedef struct /* vector for objects and such */
> {
> PointType X;
> PointType Y;
> PointType x0;
> PointType y0;
> float angle; /* Radians NOT degrees (math.h reasons)*/
> double lenght;
> } vector_t, *vector_t;
>
> the x0,y0 are the origin, and X,Y are the 'normal' X,Y that is delt
> with everywhere.
In theory, in an element, all X,Y values are relative to the mark
anyway. So the only thing we *need* to store is the angle, if we do
the rotation math all over the place. Storing the original x,y would
solve the rounding error, or we could just store a pointer to a copy
of the original element.
I don't think we need to store a full vector.
> Or just a :rotateAbitrary(angle in deg).
Probably a good first step.
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