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# frozen_string_literal: true
module AdaptTriangle
=begin
def _translate_x(x)
@x1 += x
@x2 += x
@x3 += x
end
def _translate_y(y)
@y1 += y
@y2 += y
@y3 += y
end
def _rotate(angle)
@x1 = ((@x1) * Math.cos(angle)) - ((@y1) * Math.sin(angle))
@y1 = ((@x1) * Math.sin(angle)) + ((@y1) * Math.cos(angle))
@x2 = ((@x2) * Math.cos(angle)) - ((@y2) * Math.sin(angle))
@y2 = ((@x2) * Math.sin(angle)) + ((@y2) * Math.cos(angle))
@x3 = ((@x3) * Math.cos(angle)) - ((@y3) * Math.sin(angle))
@y3 = ((@x3) * Math.sin(angle)) + ((@y3) * Math.cos(angle))
end
=end
def _update
angle = Camera.angle * (Math::PI / 180)
@x1 = (((x + x1 - Camera.x) * Math.cos(angle)) - ((y + y1 - Camera.y) * Math.sin(angle))) * Camera.zoom
@y1 = (((x + x1 - Camera.x) * Math.sin(angle)) + ((y + y1 - Camera.y) * Math.cos(angle))) * Camera.zoom
@x2 = (((x + x2 - Camera.x) * Math.cos(angle)) - ((y + y2 - Camera.y) * Math.sin(angle))) * Camera.zoom
@y2 = (((x + x2 - Camera.x) * Math.sin(angle)) + ((y + y2 - Camera.y) * Math.cos(angle))) * Camera.zoom
@x3 = (((x + x3 - Camera.x) * Math.cos(angle)) - ((y + y3 - Camera.y) * Math.sin(angle))) * Camera.zoom
@y3 = (((x + x3 - Camera.x) * Math.sin(angle)) + ((y + y3 - Camera.y) * Math.cos(angle))) * Camera.zoom
width = Window.width * 0.5
height = Window.height * 0.5
@x1 += width
@x2 += width
@x3 += width
@y1 += height
@y2 += height
@y3 += height
end
def _x1
@x1
end
def _y1
@y1
end
def x
@x ||= x1
end
def x=(x)
@x = x
_update
end
def y
@y ||= y1
end
def y=(y)
@y = y
end
#undo rotation
def x1
@virtual_x1 ||= @x1
end
#difference between 'x1' and undone rotation > then rotated
def x1=(x1)
@virtual_x1 = x1
_update
end
def y1
@virtual_y1 ||= @y1
end
def y1=(y1)
@virtual_y1 = y1
_update
end
def x2
@virtual_x2 ||= @x2
end
def x2=(x2)
@virtual_x2 = x2
_update
end
def y2
@virtual_y2 ||= @y2
end
def y2=(y2)
@virtual_y2 = y2
_update
end
def x3
@virtual_x3 ||= @x3
end
def x3=(x3)
@virtual_x3 = x3
_update
end
def y3
@virtual_y3 ||= @y3
end
def y3=(y3)
@virtual_y3 = y3
_update
end
end
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