package funkin.backend.utils; import flixel.graphics.frames.FlxFrame; import flixel.FlxCamera; import flixel.math.FlxPoint; import flixel.util.typeLimit.OneOfTwo; import funkin.backend.system.FakeCamera; import funkin.backend.system.FakeCamera.FakeCallCamera; import flixel.graphics.FlxGraphic; import flixel.graphics.frames.FlxFrame; import flixel.graphics.tile.FlxDrawTrianglesItem; import flixel.math.FlxMatrix; import flixel.math.FlxPoint; import flixel.system.FlxAssets.FlxShader; import openfl.display.BitmapData; import openfl.display.BlendMode; import openfl.geom.ColorTransform; import openfl.geom.Point; import openfl.geom.Rectangle; interface IPrePostDraw { public function preDraw():Void; public function postDraw():Void; } @:access(flixel.FlxCamera) @:access(flixel.FlxSprite) @:access(flixel.math.FlxMatrix) @:access(openfl.geom.Matrix) final class MatrixUtil { public static function getMatrixPosition(sprite:FlxSprite, points:OneOfTwo>, ?camera:FlxCamera, _width:Float = 1, _height:Float = 1):Array { //if(_width == -1) _width = sprite.width; //if(_height == -1) _height = sprite.height; if(camera == null) camera = sprite.camera; if(points is FlxBasePoint) points = [points]; 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 = cast points; 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); return points; } /** * Warning: modifies the points in the array **/ public static function transformPoints(sprite:FlxSprite, points:Array, matrix:FlxMatrix, ?camera:FlxCamera, _width:Float = 1, _height:Float = 1, doCameraTransform:Bool = true):Array { var isFunkinSprite = sprite is FunkinSprite; var funkinSprite:FunkinSprite = null; if(isFunkinSprite) funkinSprite = cast sprite; for(point in points) { var x = matrix.__transformX(point.x * _width, point.y * _height); var y = matrix.__transformY(point.x * _width, point.y * _height); if(doCameraTransform) { // 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); } return points; } private static function rawTransformPoints(points:Array, matrix:FlxMatrix, _width:Float = 1, _height:Float = 1):Array { for(point in points) { var x = matrix.__transformX(point.x * _width, point.y * _height); var y = matrix.__transformY(point.x * _width, point.y * _height); point.set(x, y); } return points; } }