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Re: Why don't we have a GUI rotation property?

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blockoo is not online. blockoo
Joined: 08 Nov 2007
Total Posts: 17202
17 Dec 2011 04:38 PM
It seems long overdue. You'd only need 1 angle though, since GUIs can only rotate along one axis.

GUI.Rotation = 110 --degrees
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LocalChum is not online. LocalChum
Joined: 04 Mar 2011
Total Posts: 6906
17 Dec 2011 04:47 PM
but roblox lieks radeans
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blockoo is not online. blockoo
Joined: 08 Nov 2007
Total Posts: 17202
17 Dec 2011 05:08 PM
If they come out with it, just expect it to be degrees because little kiddies won't know how to use radians.
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DonnyTheDemented is not online. DonnyTheDemented
Joined: 29 May 2010
Total Posts: 1413
17 Dec 2011 05:24 PM
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.
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Oysi is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
17 Dec 2011 05:26 PM
[ Content Deleted ]
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DonnyTheDemented is not online. DonnyTheDemented
Joined: 29 May 2010
Total Posts: 1413
17 Dec 2011 05:34 PM
True, but that implies they already know radians =D
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Oysi is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
17 Dec 2011 05:36 PM
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blockoo is not online. blockoo
Joined: 08 Nov 2007
Total Posts: 17202
17 Dec 2011 05:43 PM
Degrees, radians, it doesn't really matter. It's the feature that counts.
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Oysi is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
17 Dec 2011 05:58 PM
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pwnedu46 is not online. pwnedu46
Joined: 23 May 2009
Total Posts: 7534
17 Dec 2011 06:11 PM
"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 ~
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iamogggg is not online. iamogggg
Joined: 09 Sep 2008
Total Posts: 642
17 Dec 2011 08:17 PM
No, not just one rotational direction. We need to have 2D objects rotate on three axes, just to screw with everyone. :D
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br45entei is not online. br45entei
Joined: 06 Nov 2010
Total Posts: 1058
18 Dec 2011 12:51 AM
@iamogggg; I lol'd.

@OP; This would (will?) be very cool.

~entei~ ~ http://www.roblox.com/Secret-item?id=67830298 ~
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ROGSynergy is not online. ROGSynergy
Joined: 18 Jan 2011
Total Posts: 6
18 Dec 2011 12:53 AM
1 is fine for me. Really, Jedi dude is planning it. He said 1 thing at a time when I asked him.
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stravant is not online. stravant
Forum Moderator
Joined: 22 Oct 2007
Total Posts: 2893
18 Dec 2011 12:55 AM
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.
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
18 Dec 2011 01:24 AM
Center of the object when not rotated. Simple enough. We don't necessarily need bounds, ect. We know math.

But yes, those are good points. I just want to be able to rotate stuff.
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stravant is not online. stravant
Forum Moderator
Joined: 22 Oct 2007
Total Posts: 2893
18 Dec 2011 01:46 AM
"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.
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
18 Dec 2011 05:37 AM
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.
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HatHelper is not online. HatHelper
Top 25 Poster
Joined: 02 Mar 2009
Total Posts: 46305
18 Dec 2011 06:13 AM
gui.RotatePoint = "TopLeft"
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
18 Dec 2011 06:35 AM
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?
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NinjaShadow1 is not online. NinjaShadow1
Joined: 03 Mar 2009
Total Posts: 2689
18 Dec 2011 10:31 AM
How did mattchewy do that GUI rotation awhile back?
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stravant is not online. stravant
Forum Moderator
Joined: 22 Oct 2007
Total Posts: 2893
18 Dec 2011 11:53 AM
"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.
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DonnyTheDemented is not online. DonnyTheDemented
Joined: 29 May 2010
Total Posts: 1413
18 Dec 2011 12:00 PM
@ninja He used local parts with decals
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HatHelper is not online. HatHelper
Top 25 Poster
Joined: 02 Mar 2009
Total Posts: 46305
18 Dec 2011 12:25 PM
:/ Idk
I don't know how the studio works, I just see what anyone can see.
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Rob498 is not online. Rob498
Top 50 Poster
Joined: 05 Sep 2008
Total Posts: 42722
18 Dec 2011 03:16 PM
Maybe they don't think it's neccessary(?)
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NVI is not online. NVI
Joined: 11 Jan 2009
Total Posts: 4744
18 Dec 2011 03:19 PM
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.
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