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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 }
end
end
return x1 * x2 + y1 * y2
end
end
return x / length , y / length
end
--[[ 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 triangle
end
-- Points are defined in CCW order starting at lower left
end
end
end
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 , true
end
y = 1 - y
end
end
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 , b
end
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 picker
end
do
local currentPickerId = 0
else
currentPickerId = currentPickerId + 1
self . control = CreateControlFromVirtual ( "ZO_TrianglePickerControl" , parent or GuiRoot , "ZO_TrianglePickerTemplate" , currentPickerId )
end
end
end
local points = {
}
else
end
end
end
if ( thumb ) then
else
end
end
end
end
end
end
if ( thumb ) then
end
end
end
end
end
else
end
if ( lastX ~= closestPointX or lastY ~= closestPointY ) then
end
end
end
end
end
if ( enableUpdates ) then
end
end
else
end
end
end
end
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...
end
end
end
end
--[[ XML Handlers ]] --
end
end
end
end |