blockooJoin Date: 2007-11-08 Post Count: 17202 |
It seems long overdue. You'd only need 1 angle though, since GUIs can only rotate along one axis.
GUI.Rotation = 110 --degrees |
|
LocalChumJoin Date: 2011-03-04 Post Count: 6906 |
but roblox lieks radeans |
|
blockooJoin Date: 2007-11-08 Post Count: 17202 |
If they come out with it, just expect it to be degrees because little kiddies won't know how to use radians. |
|
|
Considering everything else uses radians, and math.rad(degrees) is simple enough to use, my bet is on radians IF they actually get around to making this. |
|
OysiJoin Date: 2009-07-06 Post Count: 9058 |
[ Content Deleted ] |
|
|
True, but that implies they already know radians =D |
|
OysiJoin Date: 2009-07-06 Post Count: 9058 |
[ Content Deleted ] |
|
blockooJoin Date: 2007-11-08 Post Count: 17202 |
Degrees, radians, it doesn't really matter. It's the feature that counts. |
|
OysiJoin Date: 2009-07-06 Post Count: 9058 |
[ Content Deleted ] |
|
pwnedu46Join Date: 2009-05-23 Post Count: 7534 |
"The current single biggest limitation for GUI games is rotation of course. I am talking to JediTkaCheff on that one. But not a priority of course. It might happen :) "
-- Sorcus
----------
~ pwnedu46, the unicorn ~ |
|
iamoggggJoin Date: 2008-09-09 Post Count: 642 |
No, not just one rotational direction. We need to have 2D objects rotate on three axes, just to screw with everyone. :D |
|
br45enteiJoin Date: 2010-11-06 Post Count: 1058 |
@iamogggg; I lol'd.
@OP; This would (will?) be very cool.
~entei~ ~ http://www.roblox.com/Secret-item?id=67830298 ~ |
|
|
1 is fine for me. Really, Jedi dude is planning it. He said 1 thing at a time when I asked him. |
|
stravantForum ModeratorJoin Date: 2007-10-22 Post Count: 2893 |
The main question is, where do you rotate around? The center of an object? Then you also need to have supplemental methods to make sense of the rotation, such toObjectSpace, and some useful information on what the bounds of the thing are, since AbsoluteSize / AbsolutePosition wouldn't be enough anymore. |
|
|
stravantForum ModeratorJoin Date: 2007-10-22 Post Count: 2893 |
"We don't necessarily need bounds, ect. We know math."
I don't know about you but I'd rather not have to write a matrix inverse function just in order to convert mouse coordinates into local coords for a rotated thing every time I need them.
If it's going to be added it has to be done right. The current idea is to expose it as a specific new type of Gui, a "sprite" Gui which calculates all of it's things such as size / position relative to a center, which is also the center of rotation, rather than using the normal coordinate system that Guis use. That's really what the desired functionality is anyways, for making sprite-like things, not for rotating existing interfaces. |
|
|
Note that this wouldnt really work with scale unless you use the XX or YY thingies for the whatever it was named.
With this we could make triangles though using clipsdescendants... ;3
But i bet it would just make guis lag 2x more making us not able to make renderers anymore so we wouldnt do a thing with triangles anymore. |
|
HatHelperTop 25 PosterJoin Date: 2009-03-02 Post Count: 46305 |
gui.RotatePoint = "TopLeft"
|
|
|
OR they could just add a triangle instance wich we can do anything with.
Properties:
-RenderSpaceOrWatever=CameraSpace/WorldSpace (is it gui or something in de world. Could also be instance so its either part, camera or nil)
-ZTest=true/false (whether its blocked by parts or not)
-Transparency and other appeareance stoof. Should also have the part materials and all.
-Corner1
-Corner2
-Corner3
-DrawBackSurface=true/false
-BorderSizePixell0l0l0l
-Image=???
k? |
|
|
How did mattchewy do that GUI rotation awhile back? |
|
stravantForum ModeratorJoin Date: 2007-10-22 Post Count: 2893 |
"gui.RotatePoint = "TopLeft""
That's quite possibly the ugliest thing I've ever seen proposed. Why would you want an un-workable structure like that that would require many many lines of code to do anything with the data in the object. A much more sane solution would be having a UDim property which determines the offset from the top-left if anything. |
|
|
@ninja He used local parts with decals |
|
HatHelperTop 25 PosterJoin Date: 2009-03-02 Post Count: 46305 |
:/ Idk
I don't know how the studio works, I just see what anyone can see.
|
|
Rob498Top 50 PosterJoin Date: 2008-09-05 Post Count: 42722 |
Maybe they don't think it's neccessary(?) |
|
NVIJoin Date: 2009-01-11 Post Count: 4744 |
It isn't necessary. Maybe they'll add GUI sprites, maybe not. But there is absolutely no reason to extend it to all controls - no one cares for a spinning textbox. |
|