Closed GoogleCodeExporter closed 9 years ago
I agree the angles are a bit strange. Up as negative is pretty standard for
computer graphics. That and positive angles clockwise seems to be Qt showing
through. So I think that is Ok.
I do think that 0 should probably be straight up, though. I will fix that.
I can also see having multiple modes available. Like for the polar examples, it
would be cool to be able to say mode('polar') and have it do all of the angle
and scaling transforms automatically.
Original comment by miss...@hotmail.com
on 22 Jun 2010 at 12:22
I think 0 to the right isn't necessarily confusing; I'm not sure "computer
graphics" standard is the right lead to take? Multiple modes would be nice (or
if you could rotate the coordinate axes). People have had a fine time
adjusting to 0 to the right, negative up has been harder for them, for some
reason.
Original comment by aresnick...@gmail.com
on 22 Jun 2010 at 2:42
If up is negative, than having 0 to the right and clockwise rotation actually
makes trigonometry easier. Clockwise rotation messes with the sine function,
but if up is negative, sign errors are automatically corrected.
If up is going to be 0, then using trig functions is something that one would
have to think about more carefully no matter what the rotation convention or
the sign convention on y.
Original comment by bundersc...@gmail.com
on 22 Jun 2010 at 4:15
If you try the latest source in mercurial, I have added a couple of different
modes:
Logo: x+ right, y+ up, 0 angle up, +angles clockwise
Turtle: x+ right, y+ up, 0 angle right, +angles counter-cw
Any testing/feedback appreciated.
(Note that Pynguin requires Python 3 now!)
Original comment by miss...@hotmail.com
on 22 Sep 2012 at 7:08
Multiple modes released in pynguin-0.13
Original comment by miss...@hotmail.com
on 5 Apr 2013 at 5:12
Original issue reported on code.google.com by
aresnick...@gmail.com
on 20 Jun 2010 at 4:35