Funkin/source/animate/ParseAnimate.hx

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package animate;
import haxe.format.JsonParser;
import openfl.Assets;
import openfl.geom.Matrix3D;
import openfl.geom.Matrix;
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import sys.io.File;
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/**
* Generally designed / written in a way that can be easily taken out of FNF and used elsewhere
* I don't think it even has ties to OpenFL? Could probably just use it for ANY haxe
* project if needed, DOES NEED A LOT OF CLEANUP THOUGH!
*/
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class ParseAnimate
{
// make list of frames needed to render (with ASI)
// make GIANT list of all the frames ever and have them in order?
public static var symbolMap:Map<String, Symbol> = new Map();
public static var actualSprites:Map<String, Sprite> = new Map();
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/**
* Not used, was used for testing stuff though!
*/
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public static function init()
{
// Main.gids
var folder:String = 'tightestBars';
// var spritemap:Spritemap =
// var spritemap:Spritemap = genSpritemap('test/$folder/spritemap1.json');
actualSprites = genSpritemap('test/$folder/spritemap1.json');
var animation:AnimJson = cast CoolUtil.coolJSON(Assets.getText('src/$folder/Animation.json'));
generateSymbolmap(animation.SD.S);
trace("\n\nANIMATION SHIT\n");
var timelineLength:Int = 0;
for (lyr in animation.AN.TL.L)
timelineLength = Std.int(Math.max(lyr.FR.length, timelineLength));
var content:String = animation.AN.TL.L[0].LN;
content += "TOTAL FRAMES NEEDED: " + timelineLength + "\n";
for (frm in 0...timelineLength)
{
trace('FRAME NUMBER ' + frm);
try
{
parseTimeline(animation.AN.TL, 1, frm);
content += 'Good write on frame: ' + frm + "\n";
}
catch (e)
{
content += "BAD WRITE : " + frm + "\n";
content += "\t" + e + "\n";
trace(e);
}
// File.saveContent("output.txt", content);
}
parseTimeline(animation.AN.TL, 1, 0);
trace(actualSprites);
}
/**
* a MAP of SPRITES, not to be confused with Spritemap... lol
*/
public static function genSpritemap(json:String):Map<String, Sprite>
{
var sprShitty:Spritemap = cast CoolUtil.coolJSON(json);
var sprMap:Map<String, Sprite> = new Map();
for (spr in sprShitty.ATLAS.SPRITES)
sprMap.set(spr.SPRITE.name, spr.SPRITE);
return sprMap;
}
public static function generateSymbolmap(symbols:Array<Symbol>)
{
for (symbol in symbols)
{
// trace(symbol.SN + "has: " + symbol.TL.L.length + " LAYERS");
symbolMap.set(symbol.SN, symbol);
// parseTimeline(symbol.TL);
}
}
public static var curLoopType:String;
/**
* Stuff for debug parsing
*/
public static var depthTypeBeat:String = "";
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/**
* Array of bullshit that will eventually be RENDERED by whoever wanna use it!
*/
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public static var frameList:Array<Array<VALIDFRAME>> = [];
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// for loop stuf
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/**
* Similar to frameList, keeps track of shit according to framess?
* That amount of arrays within arrays is fuckin dumb
* but innermost array is basically just x and y value, cuz im dum
*/
public static var matrixHelp:Array<Array<Array<Float>>> = [];
public static var trpHelpIDK:Array<Array<Array<Float>>> = [];
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public static var loopedFrameShit:Int = 0;
public static var funnyMatrix:Matrix = new Matrix();
public static var matrixFlipper:Array<Matrix> = [];
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// clean up all the crazy ass arrays
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public static function resetFrameList()
{
// funnyMatrix.identity();
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frameList = [];
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frameList.push([]);
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matrixHelp = [];
matrixHelp.push([]);
trpHelpIDK = [];
trpHelpIDK.push([]);
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}
public static var isFlipped:Bool = false;
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public static function parseTimeline(TL:Timeline, tabbed:Int = 0, ?frameInput:Int)
{
var strTab:String = "";
for (i in 0...tabbed)
strTab += '\t';
for (layer in TL.L)
{
var frameArray:Array<Int> = [];
var frameMap:Map<Int, Frame> = new Map();
for (frms in layer.FR)
{
for (i in 0...frms.DU)
frameArray.push(frms.I);
frameMap.set(frms.I, frms);
}
if (frameInput == null)
frameInput = 0;
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var oldFrm:Int = frameInput;
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/*
if (curLoopType == "SF")
{
trace(layer.LN);
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trace(frameArray);
trace(frameInput);
trace(curLoopType);
}*/
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if (curLoopType == "LP")
frameInput = frameArray[frameInput % frameArray.length];
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else if (curLoopType == "SF")
{
frameInput = frameArray[loopedFrameShit];
// see what happens when something has more than 2 layer?
// single frame stuff isn't fully implemented
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}
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else
frameInput = frameArray[frameInput];
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// trace(frameMap.get(frameInput));
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var frame:Frame = frameMap.get(frameInput);
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// get somethin sorted per element list, which would essentially be per symbol things properly sorted
// seperate data types if symbol or atlassymbolinstance? would probably be maybe slightly less memory intensive? i dunno
// goes thru each layer, and then each element
// after it gets thru each element it adds to the layer frame stuff.
// make somethin that works recursively, maybe thats the symbol dictionary type shit?
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for (element in frame.E)
{
if (Reflect.hasField(element, "ASI"))
{
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matrixHelp[matrixHelp.length - 1].push(element.ASI.M3D);
var m3D = element.ASI.M3D;
var lilMatrix:Matrix = new Matrix(m3D[0], m3D[1], m3D[4], m3D[5], m3D[12], m3D[13]);
matrixFlipper.push(lilMatrix);
// matrixFlipper.reverse();
// funnyMatrix.identity();
// for (m in matrixFlipper)
// funnyMatrix.concat(m);
if (isFlipped)
{
trace("MORE FLIPPED SHIT");
trace("MORE FLIPPED SHIT");
trace("MORE FLIPPED SHIT");
trace(funnyMatrix);
trace(matrixFlipper);
}
// trace(funnyMatrix);
funnyMatrix.concat(lilMatrix);
// trace(funnyMatrix);
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frameList[frameList.length - 1].push({
frameName: element.ASI.N,
depthString: depthTypeBeat,
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matrixArray: matrixHelp[matrixHelp.length - 1],
trpArray: trpHelpIDK[trpHelpIDK.length - 1],
fullMatrix: funnyMatrix.clone()
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});
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// flips the matrix once?? I cant remember exactly why it needs to be flipped
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// matrixHelp[matrixHelp.length - 1].reverse();
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// trpHelpIDK = [];
// push the matrix array after each symbol?
funnyMatrix.identity();
matrixFlipper = [];
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depthTypeBeat = "";
curLoopType = "";
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loopedFrameShit = 0;
isFlipped = false;
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}
else
{
var m3D = element.SI.M3D;
var lilMatrix:Matrix = new Matrix(m3D[0], m3D[1], m3D[4], m3D[5], m3D[12], m3D[13]);
if (lilMatrix.a == -1)
{
isFlipped = true;
trace('IS THE NEGATIVE ONE');
}
if (isFlipped)
trace(lilMatrix);
funnyMatrix.concat(lilMatrix);
matrixFlipper.push(lilMatrix);
// trace(funnyMatrix);
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matrixHelp[matrixHelp.length - 1].push(element.SI.M3D);
trpHelpIDK[trpHelpIDK.length - 1].push([element.SI.TRP.x, element.SI.TRP.y]); // trpHelpIDK.push();
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depthTypeBeat += "->" + element.SI.SN;
curLoopType = element.SI.LP;
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var inputFrame:Int = element.SI.FF;
// JANKY FIX, MAY NOT ACCOUNT FOR ALL SCENARIOS OF SINGLE FRAME ANIMATIONS!!
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if (curLoopType == "SF")
{
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// trace("LOOP SHIT: " + inputFrame);
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loopedFrameShit = inputFrame;
}
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// condense the animation code, so it automatically already fills up animation shit per symbol
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parseTimeline(symbolMap.get(element.SI.SN).TL, tabbed + 1, inputFrame);
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}
// idk if this should go per layer or per element / object?
matrixHelp.push([]);
trpHelpIDK.push([]);
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}
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if (tabbed == 0)
{
frameList[frameList.length - 1].reverse();
frameList.push([]); // new layer essentially
}
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}
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frameList.reverse();
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}
}
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typedef VALIDFRAME =
{
frameName:String,
depthString:String,
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matrixArray:Array<Array<Float>>,
trpArray:Array<Array<Float>>,
fullMatrix:Matrix
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}
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typedef AnimJson =
{
AN:Animation,
SD:SymbolDictionary,
MD:MetaData
}
typedef Animation =
{
N:String,
SN:String,
TL:Timeline
}
typedef SymbolDictionary =
{
S:Array<Symbol>
}
typedef Symbol =
{
/**Symbol name*/
SN:String,
TL:Timeline
}
typedef Timeline =
{
L:Array<Layer>
}
typedef Layer =
{
LN:String,
FR:Array<Frame>
}
typedef Frame =
{
E:Array<Element>,
I:Int,
DU:Int
}
typedef Element =
{
SI:SymbolInstance,
ASI:AlsoSymbolInstance
// lmfao idk what ASI stands for lmfaoo, i dont think its "also"
}
typedef SymbolInstance =
{
SN:String,
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/**Symbol type, prob either G (graphic), or movie clip?*/ ST:String,
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/**First frame*/ FF:Int,
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/**Loop type, loop ping pong, etc.*/ LP:String,
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/**3D matrix*/ M3D:Array<Float>,
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TRP:
{
x:Float, y:Float
}
}
typedef AlsoSymbolInstance =
{
N:String,
M3D:Array<Float>
}
typedef MetaData =
{
/**
* Framerate
*/
FRT:Int
}
// SPRITEMAP BULLSHIT
typedef Spritemap =
{
ATLAS:
{
SPRITES:Array<SpriteBullshit>
},
meta:Meta
}
typedef SpriteBullshit =
{
SPRITE:Sprite
}
typedef Sprite =
{
name:String,
x:Int,
y:Int,
w:Int,
h:Int,
rotated:Bool
}
typedef Meta =
{
app:String,
verstion:String,
image:String,
format:String,
size:
{
w:Int, h:Float
},
resolution:Float
}