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matrices.dm
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matrices.dm
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/// Datum which stores information about a matrix decomposed with decompose().
/datum/decompose_matrix
///?
var/scale_x = 1
///?
var/scale_y = 1
///?
var/rotation = 0
///?
var/shift_x = 0
///?
var/shift_y = 0
/// Decomposes a matrix into scale, shift and rotation.
///
/// If other operations were applied on the matrix, such as shearing, the result
/// will not be precise.
///
/// Negative scales are now supported. =)
/matrix/proc/decompose()
var/datum/decompose_matrix/decompose_matrix = new
. = decompose_matrix
var/flip_sign = (a*e - b*d < 0)? -1 : 1 // Det < 0 => only 1 axis is flipped - start doing some sign flipping
// If both axis are flipped, nothing bad happens and Det >= 0, it just treats it like a 180° rotation
// If only 1 axis is flipped, we need to flip one direction - in this case X, so we flip a, b and the x scaling
decompose_matrix.scale_x = sqrt(a * a + d * d) * flip_sign
decompose_matrix.scale_y = sqrt(b * b + e * e)
decompose_matrix.shift_x = c
decompose_matrix.shift_y = f
if(!decompose_matrix.scale_x || !decompose_matrix.scale_y)
return
// If only translated, scaled and rotated, a/xs == e/ys and -d/xs == b/xy
var/cossine = (a/decompose_matrix.scale_x + e/decompose_matrix.scale_y) / 2
var/sine = (b/decompose_matrix.scale_y - d/decompose_matrix.scale_x) / 2 * flip_sign
decompose_matrix.rotation = arctan(cossine, sine) * flip_sign
/matrix/proc/TurnTo(old_angle, new_angle)
. = new_angle - old_angle
Turn(.) //BYOND handles cases such as -270, 360, 540 etc. DOES NOT HANDLE 180 TURNS WELL, THEY TWEEN AND LOOK LIKE SHIT
/atom/proc/SpinAnimation(speed = 10, loops = -1, clockwise = 1, segments = 3, parallel = TRUE)
if(!segments)
return
var/segment = 360/segments
if(!clockwise)
segment = -segment
var/list/matrices = list()
for(var/i in 1 to segments-1)
var/matrix/M = matrix(transform)
M.Turn(segment*i)
matrices += M
var/matrix/last = matrix(transform)
matrices += last
speed /= segments
if(parallel)
animate(src, transform = matrices[1], time = speed, loops , flags = ANIMATION_PARALLEL)
else
animate(src, transform = matrices[1], time = speed, loops)
for(var/i in 2 to segments) //2 because 1 is covered above
animate(transform = matrices[i], time = speed)
//doesn't have an object argument because this is "Stacking" with the animate call above
//3 billion% intentional
//Dumps the matrix data in format a-f
/matrix/proc/tolist()
. = list()
. += a
. += b
. += c
. += d
. += e
. += f
//Dumps the matrix data in a matrix-grid format
/*
a d 0
b e 0
c f 1
*/
/matrix/proc/togrid()
. = list()
. += a
. += d
. += 0
. += b
. += e
. += 0
. += c
. += f
. += 1
///The X pixel offset of this matrix
/matrix/proc/get_x_shift()
. = c
///The Y pixel offset of this matrix
/matrix/proc/get_y_shift()
. = f
/////////////////////
// COLOUR MATRICES //
/////////////////////
/* Documenting a couple of potentially useful color matrices here to inspire ideas
// Greyscale - indentical to saturation @ 0
list(LUMA_R,LUMA_R,LUMA_R,0, LUMA_G,LUMA_G,LUMA_G,0, LUMA_B,LUMA_B,LUMA_B,0, 0,0,0,1, 0,0,0,0)
// Color inversion
list(-1,0,0,0, 0,-1,0,0, 0,0,-1,0, 0,0,0,1, 1,1,1,0)
// Sepiatone
list(0.393,0.349,0.272,0, 0.769,0.686,0.534,0, 0.189,0.168,0.131,0, 0,0,0,1, 0,0,0,0)
*/
//Does nothing
/proc/color_matrix_identity()
return list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
//Adds/subtracts overall lightness
//0 is identity, 1 makes everything white, -1 makes everything black
/proc/color_matrix_lightness(power)
return list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, power,power,power,0)
//Changes distance hues have from grey while maintaining the overall lightness. Greys are unaffected.
//1 is identity, 0 is greyscale, >1 oversaturates colors
/proc/color_matrix_saturation(value)
var/inv = 1 - value
var/R = round(LUMA_R * inv, 0.001)
var/G = round(LUMA_G * inv, 0.001)
var/B = round(LUMA_B * inv, 0.001)
return list(R + value,R,R,0, G,G + value,G,0, B,B,B + value,0, 0,0,0,1, 0,0,0,0)
//Changes distance colors have from rgb(127,127,127) grey
//1 is identity. 0 makes everything grey >1 blows out colors and greys
/proc/color_matrix_contrast(value)
var/add = (1 - value) / 2
return list(value,0,0,0, 0,value,0,0, 0,0,value,0, 0,0,0,1, add,add,add,0)
//Moves all colors angle degrees around the color wheel while maintaining intensity of the color and not affecting greys
//0 is identity, 120 moves reds to greens, 240 moves reds to blues
/proc/color_matrix_rotate_hue(angle)
var/sin = sin(angle)
var/cos = cos(angle)
var/cos_inv_third = 0.333*(1-cos)
var/sqrt3_sin = sqrt(3)*sin
return list(
round(cos+cos_inv_third, 0.001), round(cos_inv_third+sqrt3_sin, 0.001), round(cos_inv_third-sqrt3_sin, 0.001), 0,
round(cos_inv_third-sqrt3_sin, 0.001), round(cos+cos_inv_third, 0.001), round(cos_inv_third+sqrt3_sin, 0.001), 0,
round(cos_inv_third+sqrt3_sin, 0.001), round(cos_inv_third-sqrt3_sin, 0.001), round(cos+cos_inv_third, 0.001), 0,
0,0,0,1,
0,0,0,0)
//These next three rotate values about one axis only
//x is the red axis, y is the green axis, z is the blue axis.
/proc/color_matrix_rotate_x(angle)
var/sinval = round(sin(angle), 0.001); var/cosval = round(cos(angle), 0.001)
return list(1,0,0,0, 0,cosval,sinval,0, 0,-sinval,cosval,0, 0,0,0,1, 0,0,0,0)
/proc/color_matrix_rotate_y(angle)
var/sinval = round(sin(angle), 0.001); var/cosval = round(cos(angle), 0.001)
return list(cosval,0,-sinval,0, 0,1,0,0, sinval,0,cosval,0, 0,0,0,1, 0,0,0,0)
/proc/color_matrix_rotate_z(angle)
var/sinval = round(sin(angle), 0.001); var/cosval = round(cos(angle), 0.001)
return list(cosval,sinval,0,0, -sinval,cosval,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
//Returns a matrix addition of A with B
/proc/color_matrix_add(list/A, list/B)
if(!istype(A) || !istype(B))
return color_matrix_identity()
if(A.len != 20 || B.len != 20)
return color_matrix_identity()
var/list/output = list()
output.len = 20
for(var/value in 1 to 20)
output[value] = A[value] + B[value]
return output
//Returns a matrix multiplication of A with B
/proc/color_matrix_multiply(list/A, list/B)
if(!istype(A) || !istype(B))
return color_matrix_identity()
if(A.len != 20 || B.len != 20)
return color_matrix_identity()
var/list/output = list()
output.len = 20
var/x = 1
var/y = 1
var/offset = 0
for(y in 1 to 5)
offset = (y-1)*4
for(x in 1 to 4)
output[offset+x] = round(A[offset+1]*B[x] + A[offset+2]*B[x+4] + A[offset+3]*B[x+8] + A[offset+4]*B[x+12]+(y==5?B[x+16]:0), 0.001)
return output
///Converts RGB shorthands into RGBA matrices complete of constants rows (ergo a 20 keys list in byond).
/proc/color_to_full_rgba_matrix(color)
if(istext(color))
var/list/L = ReadRGB(color)
if(!L)
CRASH("Invalid/unsupported color format argument in color_to_full_rgba_matrix()")
return list(L[1]/255,0,0,0, 0,L[2]/255,0,0, 0,0,L[3]/255,0, 0,0,0,L.len>3?L[4]/255:1, 0,0,0,0)
else if(!islist(color)) //invalid format
return color_matrix_identity()
var/list/L = color
switch(L.len)
if(3 to 5) // row-by-row hexadecimals
. = list()
for(var/a in 1 to L.len)
var/list/rgb = ReadRGB(L[a])
for(var/b in rgb)
. += b/255
if(length(rgb) % 4) // RGB has no alpha instruction
. += a != 4 ? 0 : 1
if(L.len < 4) //missing both alphas and constants rows
. += list(0,0,0,1, 0,0,0,0)
else if(L.len < 5) //missing constants row
. += list(0,0,0,0)
if(9 to 12) //RGB
. = list(L[1],L[2],L[3],0, L[4],L[5],L[6],0, L[7],L[8],L[9],0, 0,0,0,1)
for(var/b in 1 to 3) //missing constants row
. += L.len < 9+b ? 0 : L[9+b]
. += 0
if(16 to 20) // RGBA
. = L.Copy()
if(L.len < 20) //missing constants row
for(var/b in 1 to 20-L.len)
. += 0
else
CRASH("Invalid/unsupported color format argument in color_to_full_rgba_matrix()")