new wacky matrix stuff lil messy teehee

This commit is contained in:
Cameron Taylor 2021-09-11 09:37:04 -04:00
parent 2bd4a91e7e
commit a6a4ed2c44
3 changed files with 128 additions and 29 deletions

View file

@ -18,6 +18,7 @@ import flixel.system.FlxAssets.FlxGraphicAsset;
import haxe.format.JsonParser;
import openfl.Assets;
import openfl.display.BitmapData;
import openfl.geom.Matrix;
import openfl.geom.Rectangle;
class FlxAnimate extends FlxSymbol
@ -34,7 +35,9 @@ class FlxAnimate extends FlxSymbol
sprGrp = new FlxTypedGroup<FlxSymbol>();
var folder:String = "tightBarsLol";
var tests:Array<String> = ['tightBarsLol', 'tightestBars'];
var folder:String = tests[1];
frames = FlxAnimate.fromAnimate(Paths.file('images/' + folder + "/spritemap1.png"), Paths.file('images/$folder/spritemap1.json'));
@ -75,10 +78,7 @@ class FlxAnimate extends FlxSymbol
**/
function generateSpriteShit()
{
sprGrp.kill(); // kills group, maybe dont need to do this one so broadly?
// just used for sum default shit?
var normalSpr:FlxSymbol = new FlxSymbol(0, 0);
sprGrp.kill(); // kills group, maybe dont need to do this one so broadly? ehh whatev
for (frameSorted in ParseAnimate.frameList)
{
@ -88,6 +88,7 @@ class FlxAnimate extends FlxSymbol
var spr:FlxSymbol = sprGrp.recycle(FlxSymbol); // redo this to recycle from a list later
spr.frames = frames;
spr.frame = spr.frames.getByName(i.frameName); // this one is fine
spr.updateHitbox();
// move this? wont work here!
if (FlxG.keys.justPressed.I)
@ -98,20 +99,53 @@ class FlxAnimate extends FlxSymbol
}
// cuz its in group, gets a lil fuckie when animated, need to go thru and properly reset each thing for shit like matrix!
spr.transformMatrix.copyFrom(normalSpr.transformMatrix);
// merely resets the matrix to normal ass one!
spr.transformMatrix.identity();
spr.setPosition();
for (swagMatrix in i.matrixArray)
/* for (swagMatrix in i.matrixArray)
{
var alsoSwag:FlxMatrix = new FlxMatrix(swagMatrix[0], swagMatrix[1], swagMatrix[4], swagMatrix[5], swagMatrix[12], swagMatrix[13]);
spr.matrixExposed = true;
spr.transformMatrix.concat(alsoSwag);
}*/
// i.fullMatrix.concat
spr.matrixExposed = true;
// trace(i.fullMatrix);
if (i.fullMatrix.a < 0)
{
var alsoSwag:FlxMatrix = new FlxMatrix(swagMatrix[0], swagMatrix[1], swagMatrix[4], swagMatrix[5], swagMatrix[12], swagMatrix[13]);
spr.matrixExposed = true;
spr.transformMatrix.concat(alsoSwag);
trace('negative?');
trace(i.fullMatrix);
}
// spr.alpha = 0.3;
spr.transformMatrix.concat(i.fullMatrix);
if (i.fullMatrix.a < 0)
{
trace('negative?');
trace(i.fullMatrix);
trace(spr.transformMatrix);
}
// trace(spr.transformMatrix);
spr.origin.set();
/* for (trpShit in i.trpArray)
{
spr.origin.x -= trpShit[0];
spr.origin.y -= trpShit[1];
}
*/
// spr.alpha = 0.3;
spr.antialiasing = true;
sprGrp.add(spr);
// spr.alpha = 0.5;
spr.alpha = 0.5;
/* if (i == "0225")
{

View file

@ -154,6 +154,7 @@ class FlxSymbol extends FlxSprite
dumbassMatrix.concat(_matrix);
spr.matrixExposed = true;
spr.transformMatrix.concat(dumbassMatrix);
// spr._matrix.concat(spr.transformMatrix);
@ -248,18 +249,18 @@ class FlxSymbol extends FlxSprite
}
else
{
if (bakedRotationAngle <= 0)
{
updateTrig();
if (angle != 0)
_matrix.rotateWithTrig(_cosAngle, _sinAngle);
}
updateSkewMatrix();
_matrix.concat(_skewMatrix);
}
if (bakedRotationAngle <= 0)
{
updateTrig();
if (angle != 0)
_matrix.rotateWithTrig(_cosAngle, _sinAngle);
}
_point.addPoint(origin);
_matrix.translate(_point.x, _point.y);

View file

@ -2,6 +2,8 @@ package animate;
import haxe.format.JsonParser;
import openfl.Assets;
import openfl.geom.Matrix3D;
import openfl.geom.Matrix;
import sys.io.File;
/**
@ -109,20 +111,30 @@ class ParseAnimate
*/
public static var matrixHelp:Array<Array<Array<Float>>> = [];
public static var trpHelpIDK:Array<Array<Float>> = [];
public static var trpHelpIDK:Array<Array<Array<Float>>> = [];
public static var loopedFrameShit:Int = 0;
public static var funnyMatrix:Matrix = new Matrix();
public static var matrixFlipper:Array<Matrix> = [];
// clean up all the crazy ass arrays
public static function resetFrameList()
{
// funnyMatrix.identity();
frameList = [];
frameList.push([]);
matrixHelp = [];
matrixHelp.push([]);
trpHelpIDK = [];
trpHelpIDK.push([]);
}
public static var isFlipped:Bool = false;
public static function parseTimeline(TL:Timeline, tabbed:Int = 0, ?frameInput:Int)
{
var strTab:String = "";
@ -185,27 +197,76 @@ class ParseAnimate
{
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);
frameList[frameList.length - 1].push({
frameName: element.ASI.N,
M3D: element.ASI.M3D,
depthString: depthTypeBeat,
matrixArray: matrixHelp[matrixHelp.length - 1],
trpArray: trpHelpIDK
trpArray: trpHelpIDK[trpHelpIDK.length - 1],
fullMatrix: funnyMatrix.clone()
});
// flips the matrix once?? I cant remember exactly why it needs to be flipped
// matrixHelp[matrixHelp.length - 1].reverse();
trpHelpIDK = [];
// trpHelpIDK = [];
// push the matrix array after each symbol?
funnyMatrix.identity();
matrixFlipper = [];
depthTypeBeat = "";
curLoopType = "";
loopedFrameShit = 0;
isFlipped = false;
}
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);
matrixHelp[matrixHelp.length - 1].push(element.SI.M3D);
trpHelpIDK.push([element.SI.TRP.x, element.SI.TRP.y]);
trpHelpIDK[trpHelpIDK.length - 1].push([element.SI.TRP.x, element.SI.TRP.y]); // trpHelpIDK.push();
depthTypeBeat += "->" + element.SI.SN;
curLoopType = element.SI.LP;
@ -222,6 +283,11 @@ class ParseAnimate
parseTimeline(symbolMap.get(element.SI.SN).TL, tabbed + 1, inputFrame);
}
// idk if this should go per layer or per element / object?
matrixHelp.push([]);
trpHelpIDK.push([]);
}
if (tabbed == 0)
@ -229,8 +295,6 @@ class ParseAnimate
frameList[frameList.length - 1].reverse();
frameList.push([]); // new layer essentially
}
matrixHelp.push([]);
}
frameList.reverse();
@ -240,10 +304,10 @@ class ParseAnimate
typedef VALIDFRAME =
{
frameName:String,
M3D:Array<Float>,
depthString:String,
matrixArray:Array<Array<Float>>,
trpArray:Array<Array<Float>>
trpArray:Array<Array<Float>>,
fullMatrix:Matrix
}
typedef AnimJson =