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-- Use of isMirrored assumes normalized points. Might add support for non-normalized points later if(index == 3 and isMirrored) then points[index] = { x = p.x, y = 1 - p.y } else points[index] = { x = p.x, y = p.y } endend return x1 * x2 + y1 * y2end--[[ ZO_Triangle: A simple collection of 3 verts that allows point testing to determine if a user-supplied point is inside or outside the triangle and facilities to clamp a user-supplied point to the nearest edge.--]] triangle.m_isMirrored = isMirrored return triangleend -- Points are defined in CCW order starting at lower leftendendend local v0 = { x = b.x - a.x, y = b.y - a.y } local v2 = { x = x - a.x, y = y - a.y } local denominator = v0.x * v1.y - v1.x * v0.y local factor = 1 / denominator --Calculate each value and clamp between 0 and 1 return left, right, topend local minDist = nil local closestX, closestY for i=1, 3 do local edgeX, edgeY = currentPoint.x - lastPoint.x, currentPoint.y - lastPoint.y local edgeNormalX, edgeNormalY = -edgeY, edgeX local differenceX, differenceY = x - lastPoint.x, y - lastPoint.y local pointOnEdgeX, pointOnEdgeY = lastPoint.x + (edgeX * edgeProjection), lastPoint.y + (edgeY * edgeProjection) local diffToEdgeX, diffToEdgeY = pointOnEdgeX - x, pointOnEdgeY - y if not minDist or diffToEdgeLength < minDist then minDist = diffToEdgeLength closestX = pointOnEdgeX closestY = pointOnEdgeY end end end if minDist then --Outside return closestX, closestY, false end --Inside return x, y, trueend y = 1 - y endend local userX = x - vTop.x local userY = y - vTop.y local rX = vRight.x - vTop.x local rY = vRight.y - vTop.y local lX = vLeft.x - vTop.x local lY = vLeft.y - vTop.y local b = (userY * rX - userX * rY) / (lY * rX - lX * rY) local a = (userX - b * lX) / rX a, b = b, a end if(a < 0) then b = b + a elseif(b < 0) then a = a + b end return a, bend a, b = b, a end local xTop, yTop = vTop.x, vTop.y local xLeft, yLeft = vLeft.x, vLeft.y local xRight, yRight = vRight.x, vRight.y local x = xTop + (xRight - xTop) * a + (xLeft - xTop) * b local y = yTop + (yRight - yTop) * a + (yLeft - yTop) * b y = 1 - y end return x, y end--[[ ZO_TrianglePicker: Wraps a single triangle object and a gui control so that a thumb button can be positioned within the triangle--]] return pickerenddo local currentPickerId = 0 else currentPickerId = currentPickerId + 1 self.control = CreateControlFromVirtual("ZO_TrianglePickerControl", parent or GuiRoot, "ZO_TrianglePickerTemplate", currentPickerId) end endend local points = { } else endendend if(thumb) then else end end endendendend if(thumb) then endendendendend else end if(lastX ~= closestPointX or lastY ~= closestPointY) then end end endendend if(enableUpdates) then end end else endend endend return end end -- Ok, the mouse wasn't over the actual triangle, but we may need to keep running the -- update handler because it's still over the control...endend endendend--[[ XML Handlers ]]--endendendend |