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QB64-PE/internal/help/_MAPTRIANGLE.txt

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The '''_MAPTRIANGLE''' statement maps a triangular portion of an image to a destination image or screen page.
{{PageSyntax}}
:_MAPTRIANGLE [_SEAMLESS] (''sx1'', ''sy1'')-(''sx2'', ''sy2'')-(''sx3'', ''sy3''), ''source&'', TO (''dx1'', ''dy1'')-(''dx2'', ''dy2'')-(''dx3'', ''dy3'')[, ''destination&'']
* The _SEAMLESS option makes the triangle skip the rightmost and bottommost pixels of the triangle. When you make larger objects using several triangles, there can be a "seam" where they overlap when using alpha transparency and the seam would be twice as bright!
* Graphic triangular coordinates are listed for the ''source'' TO the ''destination'' by column(x) and row(y).
* Coordinate positions are '''limited to -16383 to 16383!'''
* If the ''destination'' handle is the [[SCREEN]] page then it can be omitted or 0 can be used.
* The statement is used similar to [[_PUTIMAGE]] to place triangular sections of an image.
''Example 1:'' Rotating an image using a rotation and zoom SUB with _MAPTRIANGLE.
{{CodeStart}} '' ''
{{Cl|SCREEN}} {{Cl|_NEWIMAGE}}(800, 600, 32)
Image& = {{Cl|_LOADIMAGE}}("Qb64.png") '<<< [http://www.qb64.net/forum/index.php Image from top of QB64 Forum]
{{Cl|DO}}
{{Cl|CLS}}
RotoZoom 400, 300, Image&, 1.5 + {{Cl|SIN}}(zoom), angle
{{Cl|LOCATE}} 1, 1: {{Cl|PRINT}} "Angle:"; {{Cl|CINT}}(angle)
{{Cl|PRINT USING|PRINT}} "Zoom"; {{Cl|PRINT USING|USING}} "##.###"; 1.5 + {{Cl|SIN}}(zoom)
{{Cl|_DISPLAY}}
angle = angle + .5: {{Cl|IF...THEN|IF}} angle >= 360 {{Cl|THEN}} angle = angle - 360
zoom = zoom + .01
{{Cl|LOOP}} {{Cl|UNTIL}} {{Cl|INKEY$}} <> ""
{{Cl|END}}
{{Cl|SUB}} RotoZoom (X {{Cl|AS}} {{Cl|LONG}}, Y {{Cl|AS}} {{Cl|LONG}}, Image {{Cl|AS}} {{Cl|LONG}}, Scale {{Cl|AS}} {{Cl|SINGLE}}, Rotation {{Cl|AS}} {{Cl|SINGLE}})
{{Cl|DIM}} px(3) {{Cl|AS}} {{Cl|SINGLE}}: {{Cl|DIM}} py(3) {{Cl|AS}} {{Cl|SINGLE}}
W& = {{Cl|_WIDTH (function)|_WIDTH}}(Image&): H& = {{Cl|_HEIGHT}}(Image&)
px(0) = -W& / 2: py(0) = -H& / 2: px(1) = -W& / 2:py(1) = H& / 2
px(2) = W& / 2: py(2) = H& / 2: px(3) = W& / 2: py(3) = -H& / 2
sinr! = {{Cl|SIN}}(-Rotation / 57.2957795131): cosr! = {{Cl|COS}}(-Rotation / 57.2957795131)
{{Cl|FOR...NEXT|FOR}} i& = 0 {{Cl|TO}} 3
x2& = (px(i&) * cosr! + sinr! * py(i&)) * Scale + X: y2& = (py(i&) * cosr! - px(i&) * sinr!) * Scale + Y
px(i&) = x2&: py(i&) = y2&
{{Cl|NEXT}}
{{Cl|_MAPTRIANGLE}} (0, 0)-(0, H& - 1)-(W& - 1, H& - 1), Image& TO(px(0), py(0))-(px(1), py(1))-(px(2), py(2))
{{Cl|_MAPTRIANGLE}} (0, 0)-(W& - 1, 0)-(W& - 1, H& - 1), Image& TO(px(0), py(0))-(px(3), py(3))-(px(2), py(2))
{{Cl|END SUB}} '' ''
{{CodeEnd}}
{{small|Code by Galleon}}
''Example 2:'' A 3D Spinning Cube demo using [[_MAPTRIANGLE]]:
{{CodeStart}} '' ''
'
' Copyright (C) 2011 by Andrew L. Ayers
'
{{Cl|DECLARE}} {{Cl|SUB}} DrawHline (fromx%, tox%, yy%, col%)
{{Cl|DECLARE}} {{Cl|SUB}} DrawTriangle (x1%, y1%, x2%, y2%, x3%, y3%, col%)
'
{{Cl|DIM}} OBJECT(9, 9, 4, 2) {{Cl|AS}} {{Cl|LONG}}
'
' OBJECTS DEFINED {{Cl|AS}} FOLLOWS:
' (#OBJECTS,#PLANES PER OBJECT,#{{Cl|POINT}}S PER PLANE, XYZ TRIPLE)
'
{{Cl|DIM}} DPLANE2D(4, 1) {{Cl|AS}} {{Cl|LONG}} ' {{Cl|SCREEN}} PLANE COORDINATES
'
' DPLANE2D DEFINED {{Cl|AS}} FOLLOWS:
' (#{{Cl|POINT}}S PER PLANE, XY {{Cl|DOUBLE}})
'
{{Cl|DIM}} DPLANE3D(4, 2) {{Cl|AS}} {{Cl|LONG}} ' 3D PLANE COORDINATES
'
' DPLANE3D DEFINED {{Cl|AS}} FOLLOWS:
' (#{{Cl|POINT}}S PER PLANE, XYZ TRIPLE)
'
{{Cl|DIM}} PLANECOL(9) {{Cl|AS}} {{Cl|INTEGER}}
'
{{Cl|DIM}} STAB(359), CTAB(359) ' SINE/COSINE TABLES
'
D& = 400: MX& = 0: MY& = 0: MZ& = -100
'
' COMPUTE SINE/COSINE TABLES
'
{{Cl|FOR...NEXT|FOR}} t& = 0 {{Cl|TO}} 359
STAB(t&) = {{Cl|SIN}}((6.282 / 360) * t&)
CTAB(t&) = {{Cl|COS}}((6.282 / 360) * t&)
{{Cl|NEXT}}
'
' BUILD CUBE IN OBJECT ARRAY
'
' PLANE 0
OBJECT(0, 0, 0, 0) = -30: OBJECT(0, 0, 0, 1) = 30: OBJECT(0, 0, 0, 2) = -30
OBJECT(0, 0, 1, 0) = -30: OBJECT(0, 0, 1, 1) = -30: OBJECT(0, 0, 1, 2) = -30
OBJECT(0, 0, 2, 0) = 30: OBJECT(0, 0, 2, 1) = -30: OBJECT(0, 0, 2, 2) = -30
OBJECT(0, 0, 3, 0) = 30: OBJECT(0, 0, 3, 1) = 30: OBJECT(0, 0, 3, 2) = -30
OBJECT(0, 0, 4, 0) = 0: OBJECT(0, 0, 4, 1) = 0: OBJECT(0, 0, 4, 2) = -30
'
' PLANE 1
OBJECT(0, 1, 0, 0) = 30: OBJECT(0, 1, 0, 1) = 30: OBJECT(0, 1, 0, 2) = -30
OBJECT(0, 1, 1, 0) = 30: OBJECT(0, 1, 1, 1) = -30: OBJECT(0, 1, 1, 2) = -30
OBJECT(0, 1, 2, 0) = 30: OBJECT(0, 1, 2, 1) = -30: OBJECT(0, 1, 2, 2) = 30
OBJECT(0, 1, 3, 0) = 30: OBJECT(0, 1, 3, 1) = 30: OBJECT(0, 1, 3, 2) = 30
OBJECT(0, 1, 4, 0) = 30: OBJECT(0, 1, 4, 1) = 0: OBJECT(0, 1, 4, 2) = 0
'
' PLANE 2
OBJECT(0, 2, 0, 0) = 30: OBJECT(0, 2, 0, 1) = 30: OBJECT(0, 2, 0, 2) = 30
OBJECT(0, 2, 1, 0) = 30: OBJECT(0, 2, 1, 1) = -30: OBJECT(0, 2, 1, 2) = 30
OBJECT(0, 2, 2, 0) = -30: OBJECT(0, 2, 2, 1) = -30: OBJECT(0, 2, 2, 2) = 30
OBJECT(0, 2, 3, 0) = -30: OBJECT(0, 2, 3, 1) = 30: OBJECT(0, 2, 3, 2) = 30
OBJECT(0, 2, 4, 0) = 0: OBJECT(0, 2, 4, 1) = 0: OBJECT(0, 2, 4, 2) = 30
'
' PLANE 3
OBJECT(0, 3, 0, 0) = -30: OBJECT(0, 3, 0, 1) = 30: OBJECT(0, 3, 0, 2) = 30
OBJECT(0, 3, 1, 0) = -30: OBJECT(0, 3, 1, 1) = -30: OBJECT(0, 3, 1, 2) = 30
OBJECT(0, 3, 2, 0) = -30: OBJECT(0, 3, 2, 1) = -30: OBJECT(0, 3, 2, 2) = -30
OBJECT(0, 3, 3, 0) = -30: OBJECT(0, 3, 3, 1) = 30: OBJECT(0, 3, 3, 2) = -30
OBJECT(0, 3, 4, 0) = -30: OBJECT(0, 3, 4, 1) = 0: OBJECT(0, 3, 4, 2) = 0
'
' PLANE 4
OBJECT(0, 4, 0, 0) = -30: OBJECT(0, 4, 0, 1) = -30: OBJECT(0, 4, 0, 2) = -30
OBJECT(0, 4, 1, 0) = -30: OBJECT(0, 4, 1, 1) = -30: OBJECT(0, 4, 1, 2) = 30
OBJECT(0, 4, 2, 0) = 30: OBJECT(0, 4, 2, 1) = -30: OBJECT(0, 4, 2, 2) = 30
OBJECT(0, 4, 3, 0) = 30: OBJECT(0, 4, 3, 1) = -30: OBJECT(0, 4, 3, 2) = -30
OBJECT(0, 4, 4, 0) = 0: OBJECT(0, 4, 4, 1) = -30: OBJECT(0, 4, 4, 2) = 0
'
' PLANE 5
OBJECT(0, 5, 0, 0) = -30: OBJECT(0, 5, 0, 1) = 30: OBJECT(0, 5, 0, 2) = -30
OBJECT(0, 5, 1, 0) = 30: OBJECT(0, 5, 1, 1) = 30: OBJECT(0, 5, 1, 2) = -30
OBJECT(0, 5, 2, 0) = 30: OBJECT(0, 5, 2, 1) = 30: OBJECT(0, 5, 2, 2) = 30
OBJECT(0, 5, 3, 0) = -30: OBJECT(0, 5, 3, 1) = 30: OBJECT(0, 5, 3, 2) = 30
OBJECT(0, 5, 4, 0) = 0: OBJECT(0, 5, 4, 1) = 30: OBJECT(0, 5, 4, 2) = 0
'
' SET UP PLANE {{Cl|COLOR}}S ON CUBE
'
PLANECOL(0) = 3
PLANECOL(1) = 4
PLANECOL(2) = 5
PLANECOL(3) = 6
PLANECOL(4) = 7
PLANECOL(5) = 8
'
{{Cl|_TITLE}} "QB64 _MAPTRIANGLE CUBE DEMO"
'
{{Cl|SCREEN}} {{Cl|_NEWIMAGE}}(800, 600, 32)
'
TextureImage& = {{Cl|_LOADIMAGE}}("qb64.png") '<<<< [http://www.qb64.net/forum/index.php Image from top of QB64 Forum]
'{{Cl|_PUTIMAGE}} , Image&
'
DO
'
' LIMIT {{Cl|TO}} 25 FPS
'
{{Cl|_LIMIT}} 25
'
' {{Cl|ERASE}} LAST IMAGE
'
{{Cl|CLS}}
'
' CALCULATE POSITION OF NEW IMAGE
'
{{Cl|FOR...NEXT|FOR}} OB& = 0 {{Cl|TO}} 0 ' UP {{Cl|TO}} 9 OBJECTS
SP = STAB(PIT(OB&)): CP = CTAB(PIT(OB&))
SY = STAB(YAW(OB&)): CY = CTAB(YAW(OB&))
SR = STAB(ROL(OB&)): CR = CTAB(ROL(OB&))
{{Cl|FOR...NEXT|FOR}} PL& = 0 {{Cl|TO}} 5 ' CONSISTING OF UP {{Cl|TO}} 9 PLANES
'
{{Cl|FOR...NEXT|FOR}} PN& = 0 {{Cl|TO}} 3 ' EACH PLANE WITH UP {{Cl|TO}} 4 {{Cl|POINT}}S (#5 {{Cl|TO}} {{Cl|PAINT}})
'
' TRANSLATE, {{Cl|THEN}} ROTATE
'
TX& = OBJECT(OB&, PL&, PN&, 0)
TY& = OBJECT(OB&, PL&, PN&, 1)
TZ& = OBJECT(OB&, PL&, PN&, 2)
'
RX& = (TZ& * CP - TY& * SP) * SY - ((TZ& * SP + TY& * CP) * SR + TX& * CR) * CY
RY& = (TZ& * SP + TY& * CP) * CR - TX& * SR
RZ& = (TZ& * CP - TY& * SP) * CY + ((TZ& * SP + TY& * CP) * SR + TX& * CR) * SY
'
' ROTATE, {{Cl|THEN}} TRANSLATE
'
RX& = RX& + MX&
RY& = RY& + MY&
RZ& = RZ& + MZ&
'
DPLANE3D(PN&, 0) = RX&: DPLANE3D(PN&, 1) = RY&: DPLANE3D(PN&, 2) = RZ&
'
DPLANE2D(PN&, 0) = 399 + (D& * RX& / RZ&)
DPLANE2D(PN&, 1) = 299 + (D& * RY& / RZ&)
'
{{Cl|NEXT}}
'
' CHECK {{Cl|TO}} SEE {{Cl|IF...THEN|IF}} PLANE IS VISIBLE
'
x1& = DPLANE3D(0, 0): y1& = DPLANE3D(0, 1): Z1& = DPLANE3D(0, 2)
x2& = DPLANE3D(1, 0): y2& = DPLANE3D(1, 1): Z2& = DPLANE3D(1, 2)
x3& = DPLANE3D(2, 0): y3& = DPLANE3D(2, 1): Z3& = DPLANE3D(2, 2)
'
T1& = -x1& * (y2& * Z3& - y3& * Z2&)
T2& = x2& * (y3& * Z1& - y1& * Z3&)
T3& = x3& * (y1& * Z2& - y2& * Z1&)
'
VISIBLE& = T1& - T2& - T3&
'
{{Cl|IF...THEN|IF}} VISIBLE& > 0 {{Cl|THEN}}
'
' {{Cl|DRAW}} PLANE
'
xx1% = DPLANE2D(0, 0): yy1% = DPLANE2D(0, 1)
xx2% = DPLANE2D(1, 0): yy2% = DPLANE2D(1, 1)
xx3% = DPLANE2D(2, 0): yy3% = DPLANE2D(2, 1)
col% = PLANECOL(PL&)
{{Cl|_MAPTRIANGLE}} (0, 0)-(0, 255)-(255, 255), TextureImage& TO(xx3%, yy3%)-(xx2%, yy2%)-(xx1%, yy1%)
'{{Cl|CALL}} DrawTriangle(xx1%, yy1%, xx2%, yy2%, xx3%, yy3%, col%)
'
xx1% = DPLANE2D(0, 0): yy1% = DPLANE2D(0, 1)
xx3% = DPLANE2D(2, 0): yy3% = DPLANE2D(2, 1)
xx4% = DPLANE2D(3, 0): yy4% = DPLANE2D(3, 1)
{{Cl|_MAPTRIANGLE}} (0, 0)-(255, 255)-(255, 0), TextureImage& TO(xx3%, yy3%)-(xx1%, yy1%)-(xx4%, yy4%)
'{{Cl|CALL}} DrawTriangle(xx1%, yy1%, xx3%, yy3%, xx4%, yy4%, col%)
'
{{Cl|END IF}}
'
{{Cl|NEXT}}
'
' ROTATE OBJECT
'
PIT(OB&) = PIT(OB&) + 5
{{Cl|IF...THEN|IF}} PIT(OB&) > 359 {{Cl|THEN}} PIT(OB&) = 0
'
YAW(OB&) = YAW(OB&) + 7
{{Cl|IF...THEN|IF}} YAW(OB&) > 359 {{Cl|THEN}} YAW(OB&) = 0
'
ROL(OB&) = ROL(OB&) + 9
{{Cl|IF...THEN|IF}} ROL(OB&) > 359 {{Cl|THEN}} ROL(OB&) = 0
'
{{Cl|NEXT}}
'
' Calculate Frames per Second
'
frames% = frames% + 1
'
{{Cl|IF...THEN|IF}} oldtime$ <> {{Cl|TIME$}} {{Cl|THEN}}
fps% = frames%
frames% = 1
oldtime$ = {{Cl|TIME$}}
{{Cl|END IF}}
'
{{Cl|COLOR}} {{Cl|_RGB}}(255, 255, 255): {{Cl|LOCATE}} 1, 1: {{Cl|PRINT}} "FPS :"; fps%
'
' Show Image on Screen
'
{{Cl|_DISPLAY}}
'
{{Cl|LOOP}} {{Cl|UNTIL}} {{Cl|INKEY$}} <> ""
'
{{Cl|WIDTH}} 80: {{Cl|SCREEN}} 0: {{Cl|CLS}}
{{Cl|SUB}} DrawHline (fromx%, tox%, yy%, col%)
'
'{{Cl|DEF SEG}} = {{Cl|&H}}A000
'
'{{Cl|IF...THEN|IF}} fromx% > tox% {{Cl|THEN}} {{Cl|SWAP}} fromx%, tox%
'
'yyy& = yy%
'sloc& = yyy& * 320 + fromx%
'eloc& = sloc& + (tox% - fromx%)
'
'{{Cl|FOR...NEXT|FOR}} t& = sloc& {{Cl|TO}} eloc&
' {{Cl|POKE}} t&, col%
'{{Cl|NEXT}}
'
'{{Cl|DEF SEG}}
{{Cl|LINE}} (fromx%, yy%)-(tox%, yy%), {{Cl|_RGB}}(255, 255, 255) 'col%
'
{{Cl|END SUB}}
{{Cl|SUB}} DrawTriangle (x1%, y1%, x2%, y2%, x3%, y3%, col%)
'
DO
sflag% = 0
{{Cl|IF...THEN|IF}} y1% > y2% {{Cl|THEN}}
sflag% = 1
{{Cl|SWAP}} y1%, y2%
{{Cl|SWAP}} x1%, x2%
{{Cl|END IF}}
{{Cl|IF...THEN|IF}} y2% > y3% {{Cl|THEN}}
sflag% = 1
{{Cl|SWAP}} y2%, y3%
{{Cl|SWAP}} x2%, x3%
{{Cl|END IF}}
{{Cl|LOOP}} {{Cl|UNTIL}} sflag% = 0
'
{{Cl|IF...THEN|IF}} y2% = y3% {{Cl|THEN}}
'
' Draw a flat bottomed triangle
'
ydiff1% = y2% - y1%
ydiff2% = y3% - y1%
'
{{Cl|IF...THEN|IF}} ydiff1% <> 0 {{Cl|THEN}}
slope1! = (x2% - x1%) / ydiff1%
{{Cl|ELSE}}
slope1! = 0
{{Cl|END IF}}
'
{{Cl|IF...THEN|IF}} ydiff2% <> 0 {{Cl|THEN}}
slope2! = (x3% - x1%) / ydiff2%
{{Cl|ELSE}}
slope2! = 0
{{Cl|END IF}}
'
sx! = x1%: ex! = x1%
'
{{Cl|FOR...NEXT|FOR}} y% = y1% {{Cl|TO}} y2%
{{Cl|CALL}} DrawHline({{Cl|CINT}}(sx!), {{Cl|CINT}}(ex!), y%, col%)
sx! = sx! + slope1!
ex! = ex! + slope2!
{{Cl|NEXT}}
'
{{Cl|EXIT SUB}}
'
{{Cl|ELSE}}
{{Cl|IF...THEN|IF}} y1% = y2% {{Cl|THEN}}
'
' Draw a flat topped triangle
'
ydiff1% = y3% - y1%
ydiff2% = y3% - y2%
'
{{Cl|IF...THEN|IF}} ydiff1% <> 0 {{Cl|THEN}}
slope1! = (x3% - x1%) / ydiff1%
{{Cl|ELSE}}
slope1! = 0
{{Cl|END IF}}
'
{{Cl|IF...THEN|IF}} ydiff2% <> 0 {{Cl|THEN}}
slope2! = (x3% - x2%) / ydiff2%
{{Cl|ELSE}}
slope2! = 0
{{Cl|END IF}}
'
sx! = x1%: ex! = x2%
'
{{Cl|FOR...NEXT|FOR}} y% = y1% {{Cl|TO}} y3%
{{Cl|CALL}} DrawHline({{Cl|CINT}}(sx!), {{Cl|CINT}}(ex!), y%, col%)
sx! = sx! + slope1!
ex! = ex! + slope2!
{{Cl|NEXT}}
'
x1% = sx!: x2% = ex!
'
{{Cl|EXIT SUB}}
'
{{Cl|ELSE}}
'
' Draw a general purpose triangle
'
'
' First draw the flat bottom portion (top half)
'
ydiff1% = y2% - y1%
ydiff2% = y3% - y1%
'
{{Cl|IF...THEN|IF}} ydiff1% <> 0 {{Cl|THEN}}
slope1! = (x2% - x1%) / ydiff1%
{{Cl|ELSE}}
slope1! = 0
{{Cl|END IF}}
'
{{Cl|IF...THEN|IF}} ydiff2% <> 0 {{Cl|THEN}}
slope2! = (x3% - x1%) / ydiff2%
{{Cl|ELSE}}
slope2! = 0
{{Cl|END IF}}
'
sx! = x1%: ex! = x1%
'
{{Cl|FOR...NEXT|FOR}} y% = y1% {{Cl|TO}} y2%
{{Cl|CALL}} DrawHline({{Cl|CINT}}(sx!), {{Cl|CINT}}(ex!), y%, col%)
sx! = sx! + slope1!
ex! = ex! + slope2!
{{Cl|NEXT}}
'
' Then draw the flat topped portion (bottom half)
'
x1% = x2%
x2% = ex!
y1% = y2%
'
ydiff1% = y3% - y1%
ydiff2% = y3% - y2%
'
{{Cl|IF...THEN|IF}} ydiff1% <> 0 {{Cl|THEN}}
slope1! = (x3% - x1%) / ydiff1%
{{Cl|ELSE}}
slope1! = 0
{{Cl|END IF}}
'
{{Cl|IF...THEN|IF}} ydiff2% <> 0 {{Cl|THEN}}
slope2! = (x3% - x2%) / ydiff2%
{{Cl|ELSE}}
slope2! = 0
{{Cl|END IF}}
'
sx! = x1%: ex! = x2%
'
{{Cl|FOR...NEXT|FOR}} y% = y1% {{Cl|TO}} y3%
{{Cl|CALL}} DrawHline({{Cl|CINT}}(sx!), {{Cl|CINT}}(ex!), y%, col%)
sx! = sx! + slope1!
ex! = ex! + slope2!
{{Cl|NEXT}}
'
x1% = sx!: x2% = ex!
'
{{Cl|END IF}}
{{Cl|END IF}}
'
{{Cl|END SUB}} '' ''
{{CodeEnd}}{{small|Demo by Andrew L. Ayers}}
''See also:''
* [[_PUTIMAGE]]
* [[SIN]], [[COS]]
{{PageNavigation}}