View Full Version : inverted y axis

04-30-2010, 10:59 AM
I'm writing a 2.5d cam program, and I'm a bit stuck on a problem.

G-code generally assumes a right-hand cartesian plane (y-axis points up, x-axis points right), but a lot of processes in computer graphics (svg) use a left-hand plane (y-axis points down, x-axis points right). My program currently uses a left-hand plane, and converting it to a right-hand plane is not trivial, and would make the code rather inelegant.

would it be acceptable if I add a feature that allows you to set an arbitrary zero point on the left-hand plane? Would this be a hindrance to the user experience, or a cool feature?

SBC Cycle
04-30-2010, 01:30 PM
Don't laugh too hard as I am a very amateur and beginner coder but would a simple matrix transformation work?

04-30-2010, 01:36 PM
it's simpler than that, flipping the y axis just means doing this: y = -y

the problem is that the visual processing is done in flash, which uses the left-hand plane. This means that I'll have to keep track of two sets of numbers, one for the right plane and one for the left. It's just going to be messy and I don't really want to do it..