QuestHelper_File["dodads_triangles.lua"] = "1.4.0" QuestHelper_Loadtime["dodads_triangles.lua"] = GetTime() -- I'm really curious what people might make out of this file. I'm not actually open-sourcing it yet, but let's say that if you *were* to come up with a neat idea, and wanted to use this code, I would almost certainly be willing to let you use it. Contact me as ZorbaTHut on EFNet/Freenode/Synirc, or zorba-qh-triangles@pavlovian.net email, or ZorbaTHut on AIM. local function print() end function matrix_create() return {1, 0, 0, 0, 1, 0, 0, 0, 1} end function matrix_rescale(matrix, x, y) matrix[1], matrix[4] = matrix[1] * x, matrix[4] * x matrix[2], matrix[5] = matrix[2] * y, matrix[5] * y end function matrix_mult(matrix, a, b, c, d, e, f) -- this is probably buggy matrix[1], matrix[2], matrix[3], matrix[4], matrix[5], matrix[6], matrix[7], matrix[8], matrix[9] = matrix[1] * a + matrix[4] * b + matrix[7] * c, matrix[2] * a + matrix[5] * b + matrix[8] * c, matrix[3] * a + matrix[6] * b + matrix[9] * c, matrix[1] * d + matrix[4] * e + matrix[7] * f, matrix[2] * d + matrix[5] * e + matrix[8] * f, matrix[3] * d + matrix[6] * e + matrix[9] * f, matrix[7], matrix[8], matrix[9] end function matrix_rotate(matrix, angle) matrix_mult(matrix, cos(angle), -sin(angle), 0, sin(angle), cos(angle), 0) end function matrix_print(matrix) print(string.format("\n%f %f %f\n%f %f %f\n%f %f %f", unpack(matrix))) end local function dist(sx, sy, ex, ey) local dx = sx - ex local dy = sy - ey dx, dy = dx * dx, dy * dy return math.sqrt(dx + dy) end local function testrange(...) for k = 1, select("#", ...) do if not (select(k, ...) > -60000 and select(k, ...) < 60000) then return true end end end -- thoughts about the transformation -- start with a right triangle, define the top as the base (find a base) -- rescale Y to get the right height -- skew X to get the right bottom X position -- now we have the right shape -- rotate, rescale, translate? -- for now, we define a-b as the base, which means c is the peak local spots = {} for k = 1, 3 do local minbutton = CreateFrame("Button", nil, UIParent) minbutton:SetWidth(50) minbutton:SetHeight(50) local minbutton_tex = minbutton:CreateTexture() minbutton_tex:SetAllPoints() minbutton_tex:SetTexture(1, 0, 0, 0.5) minbutton.Moove = function(self, x, y) minbutton:ClearAllPoints() minbutton:SetPoint("CENTER", UIParent, "TOPLEFT", x, -y) end table.insert(spots, minbutton) end local function MakeTriangle(frame) tex = frame:CreateTexture() tex:SetTexture("Interface\\AddOns\\QuestHelper\\triangle") tex.parent_frame = frame -- relative to 0,1 coordinates relative to parent tex.SetTriangle = function(self, ax, ay, bx, by, cx, cy) -- do we need to reverse the triangle? if ax * by - bx * ay + bx * cy - cx * by + cx * ay - cy * ax < 0 then ax, bx = bx, ax ay, by = by, ay end print(ax, ay, bx, by, cx, cy) ax, bx, cx = ax * frame:GetWidth(), bx * frame:GetWidth(), cx * frame:GetWidth() ay, by, cy = ay * frame:GetHeight(), by * frame:GetHeight(), cy * frame:GetHeight() print(ax, ay, bx, by, cx, cy) self:ClearAllPoints() local sx = math.min(ax, bx, cx) local sy = math.min(ay, by, cy) local ex = math.max(ax, bx, cx) local ey = math.max(ay, by, cy) local disty = math.max(ex - sx, ey - sy) / 2 --print("TOPLEFT", frame, "TOPLEFT", math.min(ax, bx, cx) * frame:GetWidth(), math.min(ax, bx, cx) * frame:GetHeight()) --print("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -math.max(ax, bx, cx) * frame:GetWidth(), -math.max(ax, bx, cx) * frame:GetHeight()) self:SetPoint("TOPLEFT", frame, "TOPLEFT", (sx + ex) / 2 - disty, -(sy + ey) / 2 + disty) self:SetPoint("BOTTOMRIGHT", frame, "TOPLEFT", (sx + ex) / 2 + disty, -(sy + ey) / 2 - disty) local wid = disty * 2 local hei = disty * 2 local widextra = (wid - (ex - sx)) / 2 local heiextra = (hei - (ey - sy)) / 2 local base = matrix_create() matrix_mult(base, 1, 0, -1 / 512, 0, 1, -1 / 512) matrix_rescale(base, 512 / 510, 512 / 510) local lenab = dist(ax, ay, bx, by) local lenbc = dist(bx, by, cx, cy) local lenca = dist(cx, cy, ax, ay) local s = (lenab + lenbc + lenca) / 2 local area = math.sqrt(s * (s - lenab) * (s - lenbc) * (s - lenca)) -- heron's formula -- triangle area=base*height/2, therefore height=area/base*2 local height = area / lenab * 2 print(wid, hei, disty, ex - sx, ey - sy) print(lenab, lenbc, lenca) print(area, height) print(lenab / wid, height / hei) matrix_print(base) matrix_rescale(base, lenab / wid, height / hei) matrix_print(base) -- now we have it scaled properly, now we have to skew -- right now we have: -- A----------B -- | -- C -- We want: -- A------------B -- -- C -- Virtual point: -- D A------------B -- -- C -- So the question is, how long is DB? Find that out, divide by height, and there's our skew constant -- unit(A-B) dot (C-B) - does this work? I think so -- alternatively, ((A-B) dot (C-B)) / lenab print("db is", ((ax - bx) * (cx - bx) + (ay - by) * (cy - by))) print("height is", height) print("lenab is", lenab) if height == 0 then self:SetTexCoord(3, 3, 4, 4) return end -- same as matrix_mult(base, 1, (nastything), 0, 1) (I think? maybe not?) matrix_mult(base, 1, -((ax - bx) * (cx - bx) + (ay - by) * (cy - by)) / lenab / height, 0, 0, 1, 0) --base[2] = base[2] - ((ax - bx) * (cx - bx) + (ay - by) * (cy - by)) / lenab / height * base[5] matrix_print(base) -- next: we sit and rotate on it local angle = atan2(ax - bx, ay - by) print(angle) matrix_rotate(base, -angle - 90) -- this will take adjustment matrix_print(base) -- now we translate to the expected position print(ax - sx, ay - sy, (ax - sx) / lenab, (ay - sy) / lenab, (ax - sx) / wid, (ay - sy) / hei) matrix_mult(base, 1, 0, tigo or ((ax - sx + widextra) / wid), 0, 1, togo or ((ay - sy + heiextra) / hei)) --base[3] = base[3] + (ax - sx) / lenab --base[6] = base[6] + (ay - sy) / lenab --[[matrix_rescale(base, 0.5, 0.5) base[3] = base[3] + wing base[6] = base[6] + wong]] local A, B, C, D, E, F = base[1], base[2], base[3], base[4], base[5], base[6] local det = A*E - B*D local ULx, ULy, LLx, LLy, URx, URy, LRx, LRy ULx, ULy = ( B*F - C*E ) / det, ( -(A*F) + C*D ) / det LLx, LLy = ( -B + B*F - C*E ) / det, ( A - A*F + C*D ) / det URx, URy = ( E + B*F - C*E ) / det, ( -D - A*F + C*D ) / det LRx, LRy = ( E - B + B*F - C*E ) / det, ( -D + A -(A*F) + C*D ) / det if testrange(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy) then self:SetTexCoord(3, 3, 4, 4) return end --QuestHelper:TextOut(string.format("%f %f %f %f %f %f %f %f %f", det, ULx, ULy, LLx, LLy, URx, URy, LRx, LRy)) --QuestHelper:TextOut(string.format("%f %f %f %f %f %f", A, B, C, D, E, F)) self:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy); -- the sound you hear is vomiting --[[spots[1]:Moove(ax, ay) spots[2]:Moove(bx, by) spots[3]:Moove(cx, cy)]] end return tex end local alloc = {} function CreateTriangle(frame) if alloc[frame] and #alloc[frame] > 0 then return table.remove(alloc[frame]) else return MakeTriangle(frame) end end function ReleaseTriangle(tri) if not alloc[tri.parent_frame] then alloc[tri.parent_frame] = {} end table.insert(alloc[tri.parent_frame], tri) tri:Hide() end local function MakeLine(frame) tex = frame:CreateTexture() tex:SetTexture("Interface\\AddOns\\QuestHelper\\line") tex.parent_frame = frame -- relative to 0,1 coordinates relative to parent tex.SetLine = function(self, ax, ay, bx, by) -- do we need to reverse the triangle? NOTE: a lot of this code is unsurprisingly copied from triangle. were you surprised by this? --[[ if ax * by - bx * ay + bx * cy - cx * by + cx * ay - cy * ax < 0 then ax, bx = bx, ax ay, by = by, ay end]] print(ax, ay, bx, by) ax, bx = ax * frame:GetWidth(), bx * frame:GetWidth() ay, by = ay * frame:GetHeight(), by * frame:GetHeight() print(ax, ay, bx, by) self:ClearAllPoints() local sx = math.min(ax, bx) local sy = math.min(ay, by) local ex = math.max(ax, bx) local ey = math.max(ay, by) local disty = math.max(ex - sx, ey - sy) / 2 + 20 --print("TOPLEFT", frame, "TOPLEFT", math.min(ax, bx, cx) * frame:GetWidth(), math.min(ax, bx, cx) * frame:GetHeight()) --print("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -math.max(ax, bx, cx) * frame:GetWidth(), -math.max(ax, bx, cx) * frame:GetHeight()) self:SetPoint("TOPLEFT", frame, "TOPLEFT", (sx + ex) / 2 - disty, -(sy + ey) / 2 + disty) self:SetPoint("BOTTOMRIGHT", frame, "TOPLEFT", (sx + ex) / 2 + disty, -(sy + ey) / 2 - disty) local wid = disty * 2 local hei = disty * 2 local widextra = (wid - (ex - sx)) / 2 local heiextra = (hei - (ey - sy)) / 2 local base = matrix_create() matrix_mult(base, 1, 0, -1 / 512, 0, 1, 0) matrix_rescale(base, 512 / 510, 1 / disty) local lenny = dist(ax, ay, bx, by) print("lendist", lenny, disty * 2) matrix_rescale(base, lenny / (disty * 2), 1) local angle = atan2(ax - bx, ay - by) matrix_rotate(base, -angle - 90) print("trans", 1, 0, tigo or ((ax - sx + widextra) / wid), 0, 1, togo or ((ay - sy + heiextra) / hei)) matrix_mult(base, 1, 0, tigo or ((ax - sx + widextra) / wid), 0, 1, togo or ((ay - sy + heiextra) / hei)) matrix_print(base) local A, B, C, D, E, F = base[1], base[2], base[3], base[4], base[5], base[6] local det = A*E - B*D local ULx, ULy, LLx, LLy, URx, URy, LRx, LRy ULx, ULy = ( B*F - C*E ) / det, ( -(A*F) + C*D ) / det LLx, LLy = ( -B + B*F - C*E ) / det, ( A - A*F + C*D ) / det URx, URy = ( E + B*F - C*E ) / det, ( -D - A*F + C*D ) / det LRx, LRy = ( E - B + B*F - C*E ) / det, ( -D + A -(A*F) + C*D ) / det if testrange(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy) then self:SetTexCoord(3, 3, 4, 4) return end --QuestHelper:TextOut(string.format("%f %f %f %f %f %f %f %f %f", det, ULx, ULy, LLx, LLy, URx, URy, LRx, LRy)) --QuestHelper:TextOut(string.format("%f %f %f %f %f %f", A, B, C, D, E, F)) self:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy); -- the sound you hear is vomiting --[[spots[1]:Moove(ax, ay) spots[2]:Moove(bx, by) spots[3]:Moove(cx, cy)]] end return tex end -- haha -- yeeeeaah, I just overrode a local variable with another near-identical local variable -- that's gonna bite me someday local alloc = {} -- guess whether I changed this code after copying it -- hint: -- I didn't change this code after copying it -- are you shocked -- man, if you've read this far in the QH sourcecode, you sure as hell better not be shocked -- 'cause -- yeah -- that'd be kind of sad. function CreateLine(frame) if alloc[frame] and #alloc[frame] > 0 then return table.remove(alloc[frame]) else return MakeLine(frame) end end function ReleaseLine(tri) if not alloc[tri.parent_frame] then alloc[tri.parent_frame] = {} end table.insert(alloc[tri.parent_frame], tri) tri:Hide() end -- note: variable name is "tritest". try to guess why function testit() if tritest then tritest:Hide() end tritest = CreateLine(UIParent) tritest:SetLine(0.5, 0.6, 0.8, 0.7) tritest:Show() end