Files
4d84e65cb5 flixel-animate implementation (#893)
* added flixel-animate to libs

* I BROKE THE OFFSETS FUCK

.

* yes it does blehtty wdym??

* Removed flxanimate entirely + Fixed transition + Fixed offsets

* Deleted caches (relaunching actions)

* frameOffset for atlases (need testing)

* useRenderTexture added to xml

* Fixed atlases for mods

* a simple redirect so old mods wont break that badly (#879)

* Update FunkinSprite.hx

* remove trace

* Fixed ghosts for atlases

* usable character editor (not entirely fixed)

* fixed zoomFactor + temp fix for atlas popping

* early structure for character editor atlas anim display

* zoomFactor for atlases

* Animate Atlas character editor previews

* FlxAnimateSettings specification

* fixed animation swapping on atlas characters

* OH YEA BABY NEW FLXANIMATE UPDATE THAT MADE CODE 50X SIMPLER **AGAIN** 💖 /pos

* Added label checkbox in Character Editor

* Fixed culling issues with FlxAnimate (fr this time)

* fixed some atlases

* HOW THE FUCK

* gf sad fix + AliasMacro (for backwards comp, manual impl for now)

* Fixed pop-ins

* Update Character.hx

* applyStageMatrix

* FlxAnimate pull request merge (empty commit)

* flixel-animate** i'm clumsy asf i meant the lib not the class name fuck

* Update libs.xml

* Merge changes from main (#892)

* repair ScriptableShader.shader = null (#877)

* optimize updateInput (#878)

* optimize updateInput

* resize optimize

* __notePerStrum optimize

* Update StrumLine.hx

* NoteGroup optimize (#881)

* NoteGroup optimize

* CoolUtil.bound faster

* makes commit with github desktop W FRAKITS

* Use fastSinCos for notes (#889)

* Update Strum.hx

* Update Strum.hx

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Co-authored-by: HEIHUAa <112499486+HEIHUAa@users.noreply.github.com>
Co-authored-by: Frakits <90983918+Frakits@users.noreply.github.com>

---------

Co-authored-by: Kolze <53307233+KolzeYT@users.noreply.github.com>
Co-authored-by: HEIHUAa <112499486+HEIHUAa@users.noreply.github.com>
Co-authored-by: Frakits <90983918+Frakits@users.noreply.github.com>
2026-01-28 20:29:32 +01:00

95 lines
2.9 KiB
Haxe

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<FlxPoint, Array<FlxPoint>>, ?camera:FlxCamera, _width:Float = 1, _height:Float = 1):Array<FlxPoint>
{
//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<FlxPoint> = 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<FlxPoint>, matrix:FlxMatrix, ?camera:FlxCamera, _width:Float = 1, _height:Float = 1, doCameraTransform:Bool = true):Array<FlxPoint> {
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<FlxPoint>, matrix:FlxMatrix, _width:Float = 1, _height:Float = 1):Array<FlxPoint> {
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;
}
}