I BROKE THE OFFSETS FUCK

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This commit is contained in:
Yoshman29
2026-01-18 21:43:47 +01:00
parent 246014af60
commit 0c8b766b19
17 changed files with 96 additions and 531 deletions
+1 -4
View File
@@ -1265,10 +1265,7 @@ final class CoolUtil
}
public static function getAnimsListFromSprite(spr:FunkinSprite):Array<String> {
if (spr.animateAtlas != null) {
return [for (symbol => timeline in spr.animateAtlas.anim.symbolDictionary) symbol];
} else
return getAnimsListFromFrames(spr.frames);
return getAnimsListFromFrames(spr.frames);
}
// TODO: check this for bugs
+8 -136
View File
@@ -34,151 +34,23 @@ final class MatrixUtil {
//if(_height == -1) _height = sprite.height;
if(camera == null) camera = sprite.camera;
if(points is FlxBasePoint) points = [points];
var isFunkinSprite = sprite is FunkinSprite;
var funkinSprite:FunkinSprite = null;
if(isFunkinSprite) funkinSprite = cast sprite;
var isAnimateAtlas = isFunkinSprite && funkinSprite.animateAtlas != null;
var nc:FakeCamera = isAnimateAtlas ? FakeCallCamera.instance : FakeCamera.instance;
var nc:FakeCamera = FakeCamera.instance;
nc.zoom = camera.zoom;
nc.scroll.set(camera.scroll.x, camera.scroll.y);
nc.pixelPerfectRender = camera.pixelPerfectRender;
var points:Array<FlxPoint> = cast points;
if(isAnimateAtlas) {
var cnc = FakeCallCamera.instance;
var sprite = funkinSprite;
var oldOnDraw = cnc.onDraw;
// TODO: fix rotation
// TODO: fix skew
var boundsTopLeft = new FlxPoint(Math.POSITIVE_INFINITY, Math.POSITIVE_INFINITY);
var boundsTopRight = new FlxPoint(Math.NEGATIVE_INFINITY, Math.POSITIVE_INFINITY);
var boundsBottomLeft = new FlxPoint(Math.POSITIVE_INFINITY, Math.NEGATIVE_INFINITY);
var boundsBottomRight = new FlxPoint(Math.NEGATIVE_INFINITY, Math.NEGATIVE_INFINITY);
cnc.onDraw = function(?frame:FlxFrame, ?pixels:BitmapData, matrix:FlxMatrix, ?transform:ColorTransform, ?blend:BlendMode, ?smoothing:Bool = false, ?shader:FlxShader) {
// cnc is already perfect rn
// so we need to manually process the limb
var points = [
// corners
FlxPoint.get(0, 0),
FlxPoint.get(1, 0),
FlxPoint.get(0, 1),
FlxPoint.get(1, 1)
];
rawTransformPoints(points, matrix, frame.sourceSize.x, frame.sourceSize.y);
// sort the points, incase like they were transformed with a scale -1 matrix
var topLeft:FlxPoint = points[0];
var topRight:FlxPoint = points[1];
var bottomLeft:FlxPoint = points[2];
var bottomRight:FlxPoint = points[3];
if (points[0].y > points[1].y) {
topLeft = points[1];
topRight = points[0];
}
if (points[2].y > points[3].y) {
bottomLeft = points[3];
bottomRight = points[2];
}
if (topLeft.x > topRight.x) {
var temp = topLeft;
topLeft = topRight;
topRight = temp;
}
if (bottomLeft.x > bottomRight.x) {
var temp = bottomLeft;
bottomLeft = bottomRight;
bottomRight = temp;
}
// points should now contain the corners of the limb
// trace("Corners of limb: " + points);
// set the max bounds of each corner of the limb
if(topLeft.x < boundsTopLeft.x) boundsTopLeft.x = topLeft.x;
if(topLeft.y < boundsTopLeft.y) boundsTopLeft.y = topLeft.y;
if(topRight.x > boundsTopRight.x) boundsTopRight.x = topRight.x;
if(topRight.y < boundsTopRight.y) boundsTopRight.y = topRight.y;
if(bottomLeft.x < boundsBottomLeft.x) boundsBottomLeft.x = bottomLeft.x;
if(bottomLeft.y > boundsBottomLeft.y) boundsBottomLeft.y = bottomLeft.y;
if(bottomRight.x > boundsBottomRight.x) boundsBottomRight.x = bottomRight.x;
if(bottomRight.y > boundsBottomRight.y) boundsBottomRight.y = bottomRight.y;
// recycle the points
for(point in points) point.put();
}
var cameras = sprite._cameras;
var oldVisible = cnc.visible;
cnc.visible = true;
sprite._cameras = [cnc];
sprite.draw();
sprite._cameras = cameras;
cnc.visible = oldVisible;
cnc.onDraw = oldOnDraw;
// fake transform
//trace("");
//trace("topLeft: " + boundsTopLeft);
//trace("topRight: " + boundsTopRight);
//trace("bottomLeft: " + boundsBottomLeft);
//trace("bottomRight: " + boundsBottomRight);
//trace("Before transform");
//trace(points);
for(point in points) {
//var x = matrix.__transformX(point.x * _width, point.y * _height);
//var y = matrix.__transformY(point.x * _width, point.y * _height);
// apply using boundsTopLeft, boundsTopRight, boundsBottomLeft, boundsBottomRight
// matrix doesnt work for this
var x = FlxMath.lerp(
FlxMath.lerp(boundsTopLeft.x, boundsTopRight.x, point.x),
FlxMath.lerp(boundsBottomLeft.x, boundsBottomRight.x, point.x),
point.y
);
var y = FlxMath.lerp(
FlxMath.lerp(boundsTopLeft.y, boundsTopRight.y, point.x),
FlxMath.lerp(boundsBottomLeft.y, boundsBottomRight.y, point.x),
point.y
);
//trace("(" + point.x + ", " + point.y + ") -> (" + x + ", " + y + ")");
// reset to ingame coords
x += camera.scroll.x;
y += camera.scroll.y;
if(isFunkinSprite) {
var ratio = 1 - FlxMath.lerp(1 / camera.zoom, 1, funkinSprite.zoomFactor);
x += camera.width / 2 * ratio;
y += camera.height / 2 * ratio;
}
point.set(x, y);
}
//trace("After transform");
//trace(points);
if(sprite is IPrePostDraw) {
var postDraw = cast(sprite, IPrePostDraw);
postDraw.preDraw();
sprite.drawComplex(nc);
postDraw.postDraw();
} else {
if(sprite is IPrePostDraw) {
var postDraw = cast(sprite, IPrePostDraw);
postDraw.preDraw();
sprite.drawComplex(nc);
postDraw.postDraw();
} else {
sprite.drawComplex(nc);
}
transformPoints(sprite, points, sprite._matrix, camera, _width, _height);
sprite.drawComplex(nc);
}
transformPoints(sprite, points, sprite._matrix, camera, _width, _height);
return points;
}
+8 -2
View File
@@ -14,6 +14,7 @@ import funkin.backend.scripting.ScriptPack;
import flixel.util.typeLimit.OneOfTwo;
import funkin.backend.system.interfaces.IOffsetCompatible;
import haxe.xml.Access;
import animate.FlxAnimateFrames;
using StringTools;
@@ -127,6 +128,10 @@ final class XMLUtil {
spr.spriteAnimType = XMLAnimType.fromString(node.att.type, spr.spriteAnimType);
}
if (node.has.applyStageMatrix) {
spr.applyStageMatrix = node.att.applyStageMatrix == "true";
}
if(node.has.x) {
var x:Null<Float> = Std.parseFloat(node.att.x);
if (x.isNotNull()) spr.x = x;
@@ -299,11 +304,12 @@ final class XMLUtil {
if (animData.name != null) {
if (animData.fps <= 0 #if web || animData.fps == null #end) animData.fps = 24;
if (sprite is FunkinSprite && cast(sprite, FunkinSprite).animateAtlas != null) {
var animateAnim = cast(sprite, FunkinSprite).animateAtlas.anim;
if (sprite.frames is FlxAnimateFrames) {
if(animData.anim == null)
return MISSING_PROPERTY;
var animateAnim = cast(sprite, FunkinSprite).anim;
if (animData.indices != null && animData.indices.length > 0)
animateAnim.addBySymbolIndices(animData.name, animData.anim, animData.indices, animData.fps, animData.loop);
else