First AS5 tag fully specified: distort
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@ -385,6 +385,15 @@ the next two the green component, and the last two the blue component (\#RRGGBB)
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style (Visual Basic hexadecimal) is not supported - if a parser finds any colour in \&HBBGGRR\& format,
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style (Visual Basic hexadecimal) is not supported - if a parser finds any colour in \&HBBGGRR\& format,
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it \must\ issue an error.
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it \must\ issue an error.
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It is forbidden to write comments inside standard curly brackets. Any unknown tags \must\ be ignored,
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and anything that doesn't begin with a backslash \must\ be considered an error. For inline comments,
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you need to use a special variation, in which the first character inside the overrides block is an
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asterisk (*). Renderers \must\ completely ignore any text inside such blocks. For example:
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\begin{verbatim}
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{\fn(Verdana)\fs26\c#FFA040}Welcome to {\b1}AS5{\b0}!{*It's a nifty format, isn't it?}
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\end{verbatim}
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\subsection{Sub Station Alpha Tags}
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\subsection{Sub Station Alpha Tags}
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\todo{Write me}
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\todo{Write me}
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@ -429,7 +438,40 @@ were designed to enhance the flexibility of the format while dealing with unusua
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imagery.
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imagery.
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\subsubsection{\textbackslash distort}
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\subsubsection{\textbackslash distort}
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\todo{Write me}
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\textbf{Usage:}
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\begin{verbatim}
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\distort(x1,y1,x2,y2,x3,y3)
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\end{verbatim}
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\textbf{Description:}
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The distort tag allows you to apply an arbitrary distortion to the block that follows it.
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It takes three coordinate pairs that, along with the origin (at the current baseline position)
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specify a quadrilateral.
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$P_0$ is the origin, $P_1 = (x1,y1)$ is the corner at the end of the baseline for the affected text,
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$P_2 = (x2,y2)$ is the point above that, and $P_3 = (x3,y3)$ is the point above $P_0$. That is, they
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are listed clockwise from origin ($P_0$).
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This tag can be animated with \textbackslash t.
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\textbf{Implementation:}
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This tag cannot be reduced to an affine transformation, so it cannot be expressed in Matrix form.
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In order to transform a given (x,y) coordinate pair to it:
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\begin{enumerate}
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\item Normalize the (x,y) coordinates to a (u,v) system, so that $P_0$ = (0,0) and $P_2$ = (1,1).
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This can be done by dividing x by the block's baseline length (bl) and y by the block height (h).
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The matrix for this operation is:\\
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\[ \left[\begin{array}{ c c }
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\frac{1}{bl} & 0 \\
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0 & \frac{1}{h}
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\end{array} \right]\]
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\item Apply the following formula: $P = P_0 + (P_1-P_0) u + (P_3-P_0) v + (P_0+P_2-P_1-P_3) u v$\\
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This can be interpreted as simple vector operations, that is, apply that once using the x coordinates
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and another using the y coordinates. Since the four points are constant, the coeficients can be
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precalculated, resulting in a very fast transformation.\\
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\end{enumerate}
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\subsubsection{\textbackslash baseline}
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\subsubsection{\textbackslash baseline}
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\todo{Write me}
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\todo{Write me}
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