fix jitter and mouse cursor accuracy

This commit is contained in:
visionmercer 2026-05-27 11:03:51 +02:00
commit e3054bdb79
3 changed files with 257 additions and 300 deletions

View file

@ -4,7 +4,7 @@ type statetype
bcolor as long
offsetx as long
offsety as long
zoom as single
zoom as long
brushsize as integer
startx as long
starty as long
@ -55,7 +55,7 @@ for y=0 to _height-16 step 16
next
_dest 0
state.tool=1
state.zoom=1.0
state.zoom=1
state.offsetx=70+20
state.offsety=20
state. brushsize=1
@ -66,8 +66,8 @@ addcommand"bcolor ("+hex$(state.bcolor)+")"
dim lastmx,lastmy
dim keyin as string
dim mouseworldy as integer
dim mouseworldx as integer
dim mouseworldy as long
dim mouseworldx as long
dim diffx as integer
dim diffy as integer
@ -76,6 +76,7 @@ dim oldheight as integer
oldwidth=_width
oldheight=_height
do
' 1. Check for window resizing first
if checkresize(_source)=-1 then
diffx=_width-oldwidth
diffy=_height-oldheight
@ -85,12 +86,10 @@ do
oldheight=_height
end if
canvas
if showtoolbox then toolbox
if showcolorpicker then colorpicker
if showcommands then commandlist
' 2. Clear the screen BEFORE drawing anything for this frame
line (0,0)-(_width-1,_height-1),backgroundcolor1,bf
'Mouse Handling
' 3. Process all inputs and update offsets FIRST
while _mouseinput:mw=mw+_mousewheel:wend
mouseclicked=0
rmouseclicked=0
@ -101,63 +100,43 @@ do
' Panning (Middle Mouse)
if _mousebutton(3) then
state.offsetx=int(state.offsetx+(_mousex-lastmx))
state.offsety=int(state.offsety+(_mousey-lastmy))
state.offsetx=state.offsetx+(_mousex-lastmx)
state.offsety=state.offsety+(_mousey-lastmy)
end if
lastmx=_mousex:lastmy=_mousey
' Zooming
if mw<>0 then
' 1. Capture current world position
mouseworldx=(_mousex-state.offsetx)/state.zoom
mouseworldy=(_mousey-state.offsety)/state.zoom
' 2. Calculate the new zoom level (Snap to whole numbers)
if mw>0 then
state.zoom=state.zoom+1
else
state.zoom=state.zoom-1
end if
' 3. Constrain zoom (Min 1, Max 20)
if mw>0 then state.zoom=state.zoom+1 else state.zoom=state.zoom-1
if state.zoom<1 then state.zoom=1
if state.zoom>20 then state.zoom=20
' 4. Adjust offsets
state.offsetx=_mousex-(mouseworldx*state.zoom)
state.offsety=_mousey-(mouseworldy*state.zoom)
mw=0
end if
' Keyboarding
keyin=inkey$
select case keyin
case "+"
state.brushsize=state.brushsize+1
addcommand"brushsize ("+tst(state.brushsize)+")"
case "-"
if state.brushsize>1 then state.brushsize=state.brushsize-1
addcommand"brushsize ("+tst(state.brushsize)+")"
case chr$(19) ' ctrl+s
'TODO: save logic
case chr$(27) ' esc
menu
case "h"
state.zoom=1.0
state.offsetx=(_width/2)-(_width(layers(0).ihandle)/2)
state.offsety=(_height/2)-(_height(layers(0).ihandle)/2)
case "t"
showtoolbox=not showtoolbox
case "c"
showcolorpicker=not showcolorpicker
case "l"
showcommands=not showcommands
case "+": state.brushsize=state.brushsize+1: addcommand"brushsize ("+tst(state.brushsize)+")"
case "-": if state.brushsize>1 then state.brushsize=state.brushsize-1: addcommand"brushsize ("+tst(state.brushsize)+")"
case "h": state.zoom=1: state.offsetx=(_width/2)-(_width(layers(0).ihandle)/2): state.offsety=(_height/2)-(_height(layers(0).ihandle)/2)
case "t": showtoolbox=not showtoolbox
case "c": showcolorpicker=not showcolorpicker
case "l": showcommands=not showcommands
end select
' 4. Draw everything using the freshly updated math
canvas
if showtoolbox then toolbox
if showcolorpicker then colorpicker
if showcommands then commandlist
' 5. Flip the buffer to the monitor cleanly
_limit 30
_display
line (0,0)-(_width-1,_height-1),backgroundcolor1,bf
loop
sub commandlist
@ -366,48 +345,28 @@ sub canvas
if showcolorpicker then viewy2=_height-20 else viewy2=_height-1
_dest 0
' 2. Render Layers with Clipping
dim srcx1 as long
dim srcy1 as long
dim srcx2 as long
dim srcy2 as long
dim drawx1 as long
dim drawy1 as long
dim drawx2 as long
dim drawy2 as long
' 2. Render Layers (Let QB64 handle the viewport clipping natively)
dim i as integer
for i=0 to ubound(layers)
dim img as long:img=layers(i).ihandle
dim imgw as integer:imgw=_width(img)
dim imgh as integer:imgh=_height(img)
for i = 0 to ubound(layers)
dim img as long: img = layers(i).ihandle
dim imgw as integer: imgw = _width(img)
dim imgh as integer: imgh = _height(img)
' Current scaled dimensions
dim fullscaledw as single:fullscaledw=imgw*state.zoom
dim fullscaledh as single:fullscaledh=imgh*state.zoom
' Calculate the absolute unclipped destination positions
drawx1 = state.offsetx
drawy1 = state.offsety
drawx2 = state.offsetx + (imgw * state.zoom)
drawy2 = state.offsety + (imgh * state.zoom)
' Calculate visible area in screen coordinates (Overlap of image and viewport)
drawx1=state.offsetx
drawy1=state.offsety
drawx2=state.offsetx+fullscaledw
drawy2=state.offsety+fullscaledh
' Direct 1:1 mapping of the entire source asset
srcx1 = 0
srcy1 = 0
srcx2 = imgw
srcy2 = imgh
' Clip the destination to the Viewport
if drawx1<viewx1 then drawx1=viewx1
if drawy1<viewy1 then drawy1=viewy1
if drawx2>viewx2 then drawx2=viewx2
if drawy2>viewy2 then drawy2=viewy2
' Only draw if the image is actually inside the viewport
if drawx2>drawx1 and drawy2>drawy1 then
' Map screen-clipped coordinates back to the source image coordinates
srcx1=int((drawx1-state.offsetx)/state.zoom)
srcy1=int((drawy1-state.offsety)/state.zoom)
srcx2=int((drawx2-state.offsetx)/state.zoom)
srcy2=int((drawy2-state.offsety)/state.zoom)
' Syntax: _PUTIMAGE (destX1, destY1)-(destX2, destY2), sourceHandle, 0, (srcX1, srcY1)-(srcX2, srcY2)
_putimage (drawx1,drawy1)-(drawx2,drawy2),img,0,(srcx1,srcy1)-(srcx2,srcy2)
' Only draw if the asset is within the general view window range
if drawx2 > viewx1 and drawx1 < viewx2 and drawy2 > viewy1 and drawy1 < viewy2 then
_putimage (drawx1, drawy1)-(drawx2, drawy2), img, 0, (srcx1, srcy1)-(srcx2, srcy2)
end if
next
_dest layers(2).ihandle:cls,0:_dest 0
@ -428,11 +387,13 @@ sub canvas
end if
end if
' 3. Calculate Canvas Coordinates
' 3. Calculate Canvas Coordinates (Center-aligned to the zoom block)
dim canx as long
dim cany as long
canx=int((_mousex-state.offsetx)/state.zoom)
cany=int((_mousey-state.offsety)/state.zoom)
' Add half a zoomed pixel block to align the mouse tip to the block center
canx = int((_mousex - state.offsetx + (state.zoom \ 2)) / state.zoom)
cany = int((_mousey - state.offsety + (state.zoom \ 2)) / state.zoom)
static drawcol
if _mousebutton(1) then drawcol=state.fcolor

View file

@ -1,4 +0,0 @@
canvas (1024,780)
fcolor (FF0D2B45)
bcolor (FFFFECD6)
gradient (85,74,200,137)

View file

@ -1,6 +1,6 @@
$console
_screenhide
if command$=""then _echo"please specify image file to process":system 1
if command$="" then _echo "🫥 please specify image file to process": system 1
_screenshow
type point2d
@ -24,101 +24,110 @@ dim shared done as _byte
dim shared mouseclicked as _byte
dim shared mbd as _byte
' Global polygon trace registers
' Global polygon trace registers declared as dynamic
redim shared contour(4999) as point2d
dim shared totalpoints as long
if _fileexists(command$) then file=command$
state.orgimg=_loadimage(file,32)
state.handle=_copyimage(state.orgimg)
state.overlay=_newimage(_width(state.orgimg),_height(state.orgimg),32)
state.levels=10
state.threshold=127
if _fileexists(command$) then file = command$
state.orgimg = _loadimage(file, 32)
state.handle = _copyimage(state.orgimg)
state.overlay = _newimage(_width(state.orgimg), _height(state.orgimg), 32)
state.levels = 10
state.threshold = 127
updateimage
screen _newimage(_width(state.orgimg)+200,_height(state.orgimg)+200,32)
screen _newimage(_width(state.orgimg) + 200, _height(state.orgimg) + 200, 32)
do until done
cls
while _mouseinput:wend
mouseclicked=not _mousebutton(1) and mbd
mbd=_mousebutton(1)
while _mouseinput: wend
mouseclicked = not _mousebutton(1) and mbd
mbd = _mousebutton(1)
if state.change then
updateimage
state.change=0
state.change = 0
end if
' Render quantized base image
_putimage (0,0),state.handle
_putimage (0, 0), state.handle
' Render the vector transparent overlay shapes on top
_putimage (0,0),state.overlay
_putimage (0, 0), state.overlay
' Process interactive trace when clicking inside image viewport
if mouseclicked then
dim clickx as long,clicky as long
clickx=_mousex
clicky=_mousey
dim clickx as long, clicky as long
clickx = _mousex
clicky = _mousey
' Verify click coordinates are safely within the source image canvas bounding box
if clickx>=0 and clickx<_width(state.orgimg) and clicky>=0 and clicky<_height(state.orgimg) then
if clickx >= 0 and clickx < _width(state.orgimg) and clicky >= 0 and clicky < _height(state.orgimg) then
dim targetcolor as _unsigned long
' Fetch look-up color index from the generated active handle
_source state.handle
targetcolor=point(clickx,clicky)
_source 0 ' Restore background source monitor pointer
targetcolor = point(clickx, clicky)
_source 0
' SAFEGUARD 1: Do not attempt to parse pure black background/borders
if targetcolor<>_rgb32(0,0,0) and targetcolor<>_rgba32(0,0,0,0) then
totalpoints=0
tracecontour targetcolor,clickx,clicky
' FIX 1: Clear out the old polygon completely by resetting the transparent overlay canvas
dim prevdest as long
prevdest = _dest
_dest state.overlay
cls ,_rgb32(0,0,0,0) ' Wipes the canvas clean
_dest prevdest
if totalpoints>=3 and totalpoints<(_width(state.orgimg)*_height(state.orgimg)) then
redim _preserve contour(totalpoints-1) as point2d
simplifypolygon
' FIX 2: Reset the dynamic buffer array to its clean baseline size right here in the main module
redim shared contour(4999) as point2d
totalpoints = 0
if totalpoints>=3 then
' Pass the shared dynamic array directly into the tracing routine
tracecontour contour(), targetcolor, clickx, clicky
if totalpoints >= 3 and totalpoints < (_width(state.orgimg) * _height(state.orgimg)) then
redim _preserve contour(totalpoints - 1) as point2d
' Pass the dynamic array directly into the simplification routine
simplifypolygon contour()
if totalpoints >= 3 then
' Build flat 1D coordinate matrix map array (X1, Y1, X2, Y2...)
dim polypoints(0 to (totalpoints*2)-1) as long
redim polypoints(0 to (totalpoints * 2) - 1) as long
dim i as long
dim clipstr as string
clipstr="fpolygon("
for i=0 to totalpoints-1
polypoints(i*2)=contour(i).x
polypoints(i*2+1)=contour(i).y
clipstr = "fpolygon("
for i = 0 to totalpoints - 1
polypoints(i * 2) = contour(i).x
polypoints(i * 2 + 1) = contour(i).y
clipstr=clipstr+ltrim$(str$(contour(i).x))+","+ltrim$(str$(contour(i).y))
if i<totalpoints-1 then clipstr=clipstr+","
clipstr = clipstr + ltrim$(str$(contour(i).x)) + "," + ltrim$(str$(contour(i).y))
if i < totalpoints - 1 then clipstr = clipstr + ","
next i
clipstr=clipstr+")"
clipstr = clipstr + ")"
' Send string array payload safely to system clipboard hardware
_clipboard$=clipstr
_clipboard$ = clipstr
' Render transparent vector overlay on overlay handler sheet
dim olddest as long
olddest=_dest
olddest = _dest
_dest state.overlay
' Render with a semi-transparent green color (Alpha = 100)
filledpolygon polypoints(),_rgba32(0,255,0,100)
filledpolygon polypoints(), _rgba32(0, 255, 0, 100)
_dest olddest
end if
end if
end if
end if
mouseclicked=0
end if
ol=state.levels
ot=state.threshold
ol = state.levels
ot = state.threshold
interface
if ol<>state.levels then state.change=-1
if ot<>state.threshold then state.change=-1
if ol <> state.levels then state.change = -1
if ot <> state.threshold then state.change = -1
_limit 30
_display
@ -127,54 +136,54 @@ system
'$include: '../include/ui.bm'
sub interface
if button(10,_height-34,60,23,"exit") then done=-1
if button(10, _height - 34, 60, 23, "exit") then done = -1
color highlightcolor
_printstring (10,_height(state.handle)+10),"levels"
state.levels=slider(10,_height(state.handle)+28,100,state.levels*10)/10
_printstring (10, _height(state.handle) + 10), "levels"
state.levels = slider(10, _height(state.handle) + 28, 100, state.levels * 10) / 10
color highlightcolor
_printstring (118,_height(state.handle)+28),str$(state.levels)
_printstring (10,_height(state.handle)+40),"threshold"
state.threshold=slider(10,_height(state.handle)+58,100,state.threshold/255*100)/100*255
_printstring (118, _height(state.handle) + 28), str$(state.levels)
_printstring (10, _height(state.handle) + 40), "threshold"
state.threshold = slider(10, _height(state.handle) + 58, 100, state.threshold / 255 * 100) / 100 * 255
color highlightcolor
_printstring (118,_height(state.handle)+58),str$(state.threshold)
_printstring (118, _height(state.handle) + 58), str$(state.threshold)
end sub
sub updateimage
dim odest as long
dim osource as long
odest=_dest
osource=_source
odest = _dest
osource = _source
_source state.orgimg
_dest state.handle
dim x as long,y as long,l as integer
dim x as long, y as long, l as integer
dim numsteps as integer
if state.levels<2 then state.levels=2
numsteps=state.levels-1
if state.levels < 2 then state.levels = 2
numsteps = state.levels - 1
for y=0 to _height-1
for x=0 to _width-1
l=luma(point(x,y))
for y = 0 to _height - 1
for x = 0 to _width - 1
l = luma(point(x, y))
dim adjustedl as single
if state.threshold=0 or state.threshold=255 then
adjustedl=l
elseif l<=state.threshold then
adjustedl=(l/state.threshold)*127.5
if state.threshold = 0 or state.threshold = 255 then
adjustedl = l
elseif l <= state.threshold then
adjustedl = (l / state.threshold) * 127.5
else
adjustedl=127.5+((l-state.threshold)/(255-state.threshold))*127.5
adjustedl = 127.5 + ((l - state.threshold) / (255 - state.threshold)) * 127.5
end if
dim currentstep as integer
currentstep=int((adjustedl/256)*state.levels)
currentstep = int((adjustedl / 256) * state.levels)
if currentstep<0 then currentstep=0
if currentstep>numsteps then currentstep=numsteps
if currentstep < 0 then currentstep = 0
if currentstep > numsteps then currentstep = numsteps
l=int(currentstep*(255/numsteps))
l = int(currentstep * (255 / numsteps))
pset (x,y),_rgb32(l)
pset (x, y), _rgb32(l)
next x
next y
@ -183,207 +192,198 @@ sub updateimage
end sub
function luma (col as _unsigned long)
luma=0.21*_red(col)+0.72*_green(col)+0.07*_blue(col)
luma = 0.21 * _red(col) + 0.72 * _green(col) + 0.07 * _blue(col)
end function
' =========================================================================
' SUBROUTINE: Solid Filled Scanning Polygon Vector Renderer
' =========================================================================
sub filledpolygon (points() as long,col as long)
dim i as integer,j as integer
dim x1 as single,y1 as single,x2 as single,y2 as single
sub filledpolygon (points() as long, col as long)
dim i as integer, j as integer
dim x1 as single, y1 as single, x2 as single, y2 as single
dim intersectx as single
dim numpoints as integer
numpoints=(ubound(points)+1) \ 2
numpoints = (ubound(points) + 1) \ 2
dim intersections(4999) as single ' SAFEGUARD 2: Larger intersection limit
dim intersections(4999) as single
dim numintersections as integer
dim y as long
for y=0 to _height-1
numintersections=0
for i=0 to numpoints-1
x1=points(i*2)
y1=points(i*2+1)
x2=points(((i+1) mod numpoints)*2)
y2=points(((i+1) mod numpoints)*2+1)
for y = 0 to _height - 1
numintersections = 0
for i = 0 to numpoints - 1
x1 = points(i * 2)
y1 = points(i * 2 + 1)
x2 = points(((i + 1) mod numpoints) * 2)
y2 = points(((i + 1) mod numpoints) * 2 + 1)
if ((y1>y and y2<=y) or (y2>y and y1<=y)) then
if y2-y1<>0 then
intersectx=x1+(y-y1)*(x2-x1)/(y2-y1)
' SAFEGUARD 3: Array bounds protection
if numintersections<=ubound(intersections) then
intersections(numintersections)=intersectx
numintersections=numintersections+1
if ((y1 > y and y2 <= y) or (y2 > y and y1 <= y)) then
if y2 - y1 <> 0 then
intersectx = x1 + (y - y1) * (x2 - x1) / (y2 - y1)
if numintersections <= ubound(intersections) then
intersections(numintersections) = intersectx
numintersections = numintersections + 1
end if
end if
end if
next i
for i=0 to numintersections-1
for j=i+1 to numintersections-1
if intersections(i)>intersections(j) then
swap intersections(i),intersections(j)
for i = 0 to numintersections - 1
for j = i + 1 to numintersections - 1
if intersections(i) > intersections(j) then
swap intersections(i), intersections(j)
end if
next j
next i
for i=0 to numintersections-1 step 2
if i+1<numintersections then
line (intersections(i),y)-(intersections(i+1),y),col
for i = 0 to numintersections - 1 step 2
if i + 1 < numintersections then
line (intersections(i), y)-(intersections(i + 1), y), col
end if
next i
next y
end sub
' =========================================================================
' SUBROUTINE: Moore-Neighbor Contour Tracer
' =========================================================================
sub tracecontour (targcolor as _unsigned long,mx as long,my as long)
dim startx as long,starty as long
' FIX 3: Adjusted signature to cleanly receive the dynamic array as a parameter
sub tracecontour (poly() as point2d, targcolor as _unsigned long, mx as long, my as long)
dim startx as long, starty as long
dim foundstart as _byte
dim oldsource as long
oldsource=_source
oldsource = _source
_source state.handle
dim y&
for y&=my to 0 step -1
if point(mx,y&)<>targcolor then
startx=mx
starty=y&+1
foundstart=-1
for y& = my to 0 step -1
if point(mx, y&) <> targcolor then
startx = mx
starty = y& + 1
foundstart = -1
exit for
end if
next y&
if not foundstart then
startx=mx:starty=my
startx = mx: starty = my
end if
dim dx(0 to 7) as integer
dim dy(0 to 7) as integer
dx(0)=-1:dx(1)=0:dx(2)=1:dx(3)=1:dx(4)=1:dx(5)=0:dx(6)=-1:dx(7)=-1
dy(0)=-1:dy(1)=-1:dy(2)=-1:dy(3)=0:dy(4)=1:dy(5)=1:dy(6)=1:dy(7)=0
dx(0) = -1: dx(1) = 0: dx(2) = 1: dx(3) = 1: dx(4) = 1: dx(5) = 0: dx(6) = -1: dx(7) = -1
dy(0) = -1: dy(1) = -1: dy(2) = -1: dy(3) = 0: dy(4) = 1: dy(5) = 1: dy(6) = 1: dy(7) = 0
dim currentx as long,currenty as long
dim backtrackdir as integer,checkdir as integer
dim currentx as long, currenty as long
dim backtrackdir as integer, checkdir as integer
dim startbacktrackdir as integer
currentx=startx
currenty=starty
totalpoints=0
currentx = startx
currenty = starty
totalpoints = 0
backtrackdir=1
startbacktrackdir=1
backtrackdir = 1
startbacktrackdir = 1
dim firststep as _byte
firststep=-1
firststep = -1
' Calculate absolute ceiling area parameter to handle escape routes
dim maxallowedpoints as long
maxallowedpoints=_width(state.handle)*_height(state.handle)
maxallowedpoints = _width(state.handle) * _height(state.handle)
do
contour(totalpoints).x=currentx
contour(totalpoints).y=currenty
totalpoints=totalpoints+1
poly(totalpoints).x = currentx
poly(totalpoints).y = currenty
totalpoints = totalpoints + 1
' SAFEGUARD 4: Break if loop gets stuck spinning in empty coordinates
if totalpoints>=maxallowedpoints then
totalpoints=0
if totalpoints >= maxallowedpoints then
totalpoints = 0
exit do
end if
if totalpoints>=ubound(contour) then
redim _preserve contour(ubound(contour)+1000) as point2d
if totalpoints >= ubound(poly) then
' Safely scales the array parameter reference across scopes
redim _preserve poly(ubound(poly) + 1000) as point2d
end if
checkdir=(backtrackdir+1) mod 8
checkdir = (backtrackdir + 1) mod 8
dim steps as integer
steps=0
steps = 0
do while steps<8
dim nx as long,ny as long
nx=currentx+dx(checkdir)
ny=currenty+dy(checkdir)
do while steps < 8
dim nx as long, ny as long
nx = currentx + dx(checkdir)
ny = currenty + dy(checkdir)
if nx>=0 and nx<_width(state.handle) and ny>=0 and ny<_height(state.handle) then
if point(nx,ny)=targcolor then
backtrackdir=(checkdir+4) mod 8
currentx=nx
currenty=ny
if nx >= 0 and nx < _width(state.handle) and ny >= 0 and ny < _height(state.handle) then
if point(nx, ny) = targcolor then
backtrackdir = (checkdir + 4) mod 8
currentx = nx
currenty = ny
if firststep then
startbacktrackdir=backtrackdir
firststep=0
startbacktrackdir = backtrackdir
firststep = 0
end if
exit do
end if
end if
checkdir=(checkdir+1) mod 8
steps=steps+1
checkdir = (checkdir + 1) mod 8
steps = steps + 1
loop
if steps=8 then exit do
if steps = 8 then exit do
loop until (currentx=startx and currenty=starty and backtrackdir=startbacktrackdir)
loop until (currentx = startx and currenty = starty and backtrackdir = startbacktrackdir)
_source oldsource
end sub
' =========================================================================
' SUBROUTINE: SimplifyPolygon
' =========================================================================
sub simplifypolygon
' FIX 4: Adjusted signature to cleanly receive the dynamic array as a parameter
sub simplifypolygon (poly() as point2d)
dim numpoints as long
numpoints=totalpoints
numpoints = totalpoints
if numpoints>2 then
if contour(numpoints-1).x=contour(0).x and contour(numpoints-1).y=contour(0).y then
numpoints=numpoints-1
if numpoints > 2 then
if poly(numpoints - 1).x = poly(0).x and poly(numpoints - 1).y = poly(0).y then
numpoints = numpoints - 1
end if
end if
if numpoints<3 then exit sub
if numpoints < 3 then exit sub
dim temp(0 to numpoints-1) as point2d
dim temp(0 to numpoints - 1) as point2d
dim keepcount as long
temp(0)=contour(0)
keepcount=1
temp(0) = poly(0)
keepcount = 1
dim i as long
for i=1 to numpoints-1
dim previdx as long:previdx=i-1
dim nextidx as long:nextidx=i+1
if nextidx>numpoints-1 then nextidx=0
for i = 1 to numpoints - 1
dim previdx as long: previdx = i - 1
dim nextidx as long: nextidx = i + 1
if nextidx > numpoints - 1 then nextidx = 0
dim dx1 as single:dx1=contour(i).x-contour(previdx).x
dim dy1 as single:dy1=contour(i).y-contour(previdx).y
dim dx2 as single:dx2=contour(nextidx).x-contour(i).x
dim dy2 as single:dy2=contour(nextidx).y-contour(i).y
dim dx1 as single: dx1 = poly(i).x - poly(previdx).x
dim dy1 as single: dy1 = poly(i).y - poly(previdx).y
dim dx2 as single: dx2 = poly(nextidx).x - poly(i).x
dim dy2 as single: dy2 = poly(nextidx).y - poly(i).y
dim crossproduct as single
crossproduct=(dx1*dy2)-(dy1*dx2)
crossproduct = (dx1 * dy2) - (dy1 * dx2)
if abs(crossproduct)>0.05 then
temp(keepcount)=contour(i)
keepcount=keepcount+1
if abs(crossproduct) > 0.05 then
temp(keepcount) = poly(i)
keepcount = keepcount + 1
end if
next i
if keepcount>=3 then
redim contour(keepcount-1) as point2d
for i=0 to keepcount-1
contour(i)=temp(i)
if keepcount >= 3 then
redim poly(keepcount - 1) as point2d
for i = 0 to keepcount - 1
poly(i) = temp(i)
next i
totalpoints=keepcount
totalpoints = keepcount
else
redim contour(numpoints-1) as point2d
for i=0 to numpoints-1
contour(i)=temp(i)
redim poly(numpoints - 1) as point2d
for i = 0 to numpoints - 1
poly(i) = temp(i)
next i
totalpoints=numpoints
totalpoints = numpoints
end if
end sub