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WoW:SetTexCoord Transformations
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===SetTexCoord math with matrices=== ====T as a matrix==== The first step in figuring out your SetTexCoord parameters is to represent your transformation as a matrix. This wont be covered here, but there are plenty of tutorials online concerning the mathematics of matrix transformations. You'll end up with a matrix with 6 variables, in the form shown above, and we'll use those for this example. ====Inverting T==== Not all matrices can be inverted, but for this case with the affine restricted 3x3 matrix, any matrix for which (AE-BD) is not zero has an inverse (This value is the 'determinant' of the matrix, and represents the change in area that a shape undergoes when transformed, you cannot reverse a matrix with a zero determinant because it represents a collapse into a single point or line) det = AE - BD x = ( EX - BY + (BF-CE)) / det y = (-DX + AY - (AF-CD)) / det Thus, if we were to make a new matrix for T' it'd be as follows {| |(||E/det||-B/det||(BF-CE)/det||) |- |(||-D/det||A/det||-(AF-CD)/det||) |- |(||0||0||1||) |} ====Final SetTexCoord results==== To calculate the final image coordinates, we apply T' to each of the corner Texture coordinates: UL Texture Coordinates (X,Y) = (0,0) ULx = ( BF - CE) / det ULy = (-AF + CD) / det LL Texture Coordinates (X,Y) = (0,1) LLx = (-B + BF - CE) / det = (-(1-F)B - CE) / det LLy = ( A - AF + CD) / det = ( (1-F)A + CD) / det UR Texture Coordinates (X,Y) = (1,0) URx = ( E + BF - CE) / det = ( BF + (1-C)E ) / det URy = (-D - AF + CD) / det = ( AF - (1-C)D ) / det LR Texture Coordinates (X,Y) = (1,1) LRx = ( E - B + BF - CE) / det = ( (1-C)E - (1-F)B ) / det LRy = (-D + A - AF + CD) / det = (-(1-C)D + (1-F)A ) / det ====Example function==== The function below will take a texture t, and a matrix with 6 variables as its arguments, and apply the transformation to the texture using the SetTexCoord calculations above. function setCoords(t, A, B, C, D, E, F) 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; t:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy); end Applying transformations is then rather simple. To apply a rotation to the texture, we can use the rotation matrix below (assuming angle a): {| |(||cos(a)||sin(a)||1||) |- |(||-sin(a)||cos(a)||1||) |} Applying a rotation of 90 degrees can then be done by using: local cos, sin = math.cos, math.sin; local angle = math.rad(90); setCoords(texture, cos(angle), sin(angle), 1, -sin(angle), cos(angle), 1);
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