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Aurora.3/code/__HELPERS/matrices.dm
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Fluffy 7265630dde Turn more unmanaged global vars into GLOB (#20446)
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
2025-02-17 23:34:02 +00:00

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//Luma coefficients suggested for HDTVs. If you change these, make sure they add up to 1.
#define LUMA_R 0.213
#define LUMA_G 0.715
#define LUMA_B 0.072
/// 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)
return Turn(new_angle - old_angle) //BYOND handles cases such as -270, 360, 540 etc. DOES NOT HANDLE 180 TURNS WELL, THEY TWEEN AND LOOK LIKE SHIT
/**
* Shear the transform on either or both axes.
* * x - X axis shearing
* * y - Y axis shearing
*/
/matrix/proc/Shear(x, y)
return Multiply(matrix(1, x, 0, y, 1, 0))
//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)
*/
//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)
//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).
* if return_identity_on_fail is true, stack_trace is called instead of CRASH, and an identity is returned.
*/
/proc/color_to_full_rgba_matrix(color, return_identity_on_fail = TRUE)
if(!color)
return COLOR_MATRIX_IDENTITY
if(istext(color))
var/list/L = rgb2num(color)
if(!L)
var/message = "Invalid/unsupported color ([color]) argument in color_to_full_rgba_matrix()"
if(return_identity_on_fail)
stack_trace(message)
return COLOR_MATRIX_IDENTITY
CRASH(message)
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)
if(!islist(color)) //invalid format
CRASH("Invalid/unsupported color ([color]) argument in color_to_full_rgba_matrix()")
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 = rgb2num(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
var/message = "Invalid/unsupported color (list of length [L.len]) argument in color_to_full_rgba_matrix()"
if(return_identity_on_fail)
stack_trace(message)
return COLOR_MATRIX_IDENTITY
CRASH(message)
///Animates source spinning around itself. For docmentation on the args, check atom/proc/SpinAnimation()
/atom/proc/do_spin_animation(speed = 1 SECONDS, loops = -1, segments = 3, angle = 120, parallel = TRUE)
var/list/matrices = list()
for(var/i in 1 to segments-1)
var/matrix/segment_matrix = matrix(transform)
segment_matrix.Turn(angle*i)
matrices += segment_matrix
var/matrix/last = matrix(transform)
matrices += last
speed /= segments
if(parallel)
animate(src, transform = matrices[1], time = speed, loop = loops, flags = ANIMATION_PARALLEL)
else
animate(src, transform = matrices[1], time = speed, loop = 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
/**
* Proc called when you want the atom to spin around the center of its icon (or where it would be if its transform var is translated)
* By default, it makes the atom spin forever and ever at a speed of 60 rpm.
*
* Arguments:
* * speed: how much it takes for the atom to complete one 360° rotation
* * loops: how many times do we want the atom to rotate
* * clockwise: whether the atom ought to spin clockwise or counter-clockwise
* * segments: in how many animate calls the rotation is split. Probably unnecessary, but you shouldn't set it lower than 3 anyway.
* * parallel: whether the animation calls have the ANIMATION_PARALLEL flag, necessary for it to run alongside concurrent animations.
*/
/atom/proc/SpinAnimation(speed = 1 SECONDS, loops = -1, clockwise = TRUE, segments = 3, parallel = TRUE)
if(!segments)
return
var/segment = 360/segments
if(!clockwise)
segment = -segment
SEND_SIGNAL(src, COMSIG_ATOM_SPIN_ANIMATION, speed, loops, segments, segment)
do_spin_animation(speed, loops, segments, segment, parallel)
/*############################
AURORA SNOWFLAKE SECTION
(Most are from Bay)
############################*/
/**
* Performs a shaking animation on the atom's sprite.
*
* **Parameters**:
* - `intensity` integer - The intensity of the shaking.
*/
/atom/proc/shake_animation(intensity = 8)
var/init_px = pixel_x
var/shake_dir = pick(-1, 1)
animate(
src,
transform = matrix().Update(rotation = intensity * shake_dir),
pixel_x = init_px + 2 * shake_dir,
time = 1
)
animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING)
///Returns an identity color matrix which does nothing
/proc/color_identity()
RETURN_TYPE(/list)
return list(1,0,0, 0,1,0, 0,0,1)
//TODO: Need a version that only affects one color (ie shift red to blue but leave greens and blues alone)
///Moves all colors angle degrees around the color wheel while maintaining intensity of the color and not affecting whites
/proc/color_rotation(angle)
RETURN_TYPE(/list)
if(angle == 0)
return color_identity()
angle = clamp(angle, -180, 180)
var/cos = cos(angle)
var/sin = sin(angle)
var/constA = 0.143
var/constB = 0.140
var/constC = -0.283
return list(
LUMA_R + cos * (1-LUMA_R) + sin * -LUMA_R, LUMA_R + cos * -LUMA_R + sin * constA, LUMA_R + cos * -LUMA_R + sin * -(1-LUMA_R),
LUMA_G + cos * -LUMA_G + sin * -LUMA_G, LUMA_G + cos * (1-LUMA_G) + sin * constB, LUMA_G + cos * -LUMA_G + sin * LUMA_G,
LUMA_B + cos * -LUMA_B + sin * (1-LUMA_B), LUMA_B + cos * -LUMA_B + sin * constC, LUMA_B + cos * (1-LUMA_B) + sin * LUMA_B
)
GLOBAL_LIST_INIT(delta_index, list(
0, 0.01, 0.02, 0.04, 0.05, 0.06, 0.07, 0.08, 0.1, 0.11,
0.12, 0.14, 0.15, 0.16, 0.17, 0.18, 0.20, 0.21, 0.22, 0.24,
0.25, 0.27, 0.28, 0.30, 0.32, 0.34, 0.36, 0.38, 0.40, 0.42,
0.44, 0.46, 0.48, 0.5, 0.53, 0.56, 0.59, 0.62, 0.65, 0.68,
0.71, 0.74, 0.77, 0.80, 0.83, 0.86, 0.89, 0.92, 0.95, 0.98,
1.0, 1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54,
1.60, 1.66, 1.72, 1.78, 1.84, 1.90, 1.96, 2.0, 2.12, 2.25,
2.37, 2.50, 2.62, 2.75, 2.87, 3.0, 3.2, 3.4, 3.6, 3.8,
4.0, 4.3, 4.7, 4.9, 5.0, 5.5, 6.0, 6.5, 6.8, 7.0,
7.3, 7.5, 7.8, 8.0, 8.4, 8.7, 9.0, 9.4, 9.6, 9.8,
10.0))
///Exxagerates or removes brightness
/proc/color_contrast(value)
RETURN_TYPE(/list)
value = round(clamp(value, -100, 100))
if(value == 0)
return color_identity()
var/x = 0
if (value < 0)
x = 127 + value / 100 * 127;
else
x = value % 1
if(x == 0)
x = GLOB.delta_index[value]
else
x = GLOB.delta_index[value] * (1-x) + GLOB.delta_index[value+1] * x//use linear interpolation for more granularity.
x = x * 127 + 127
var/mult = x / 127
var/add = 0.5 * (127-x) / 255
return list(mult,0,0, 0,mult,0, 0,0,mult, add,add,add)
///Exxagerates or removes colors
/proc/color_saturation(value as num)
RETURN_TYPE(/list)
if(value == 0)
return color_identity()
value = clamp(value, -100, 100)
if(value > 0)
value *= 3
var/x = 1 + value / 100
var/inv = 1 - x
var/R = LUMA_R * inv
var/G = LUMA_G * inv
var/B = LUMA_B * inv
return list(R + x,R,R, G,G + x,G, B,B,B + x)
/**
*
* # Matrix math
* Given 2 matrices mxn and nxp (row major) it multiplies their members and return an mxp matrix
*
* Do make sure your lists actually have this many elements
*/
/proc/multiply_matrices(list/A, list/B, m, n, p)
RETURN_TYPE(/list)
var/list/result = new (m * p)
if(length(A) == m*n && length(B) == n*p)
for(var/row = 1; row <= m; row += 1) //For each row on left matrix
for(var/col = 1; col <= p; col += 1) //go over each column of the second matrix
var/sum = 0
for(var/i = 1; i <= n; i += 1) //multiply each pair
sum += A[(row-1)*n + i] * B[(i-1)*p + col]
result[(row-1)*p + col] = sum
return result
#undef LUMA_R
#undef LUMA_G
#undef LUMA_B