Files
Bubberstation/code/__HELPERS/matrices.dm
Useroth 7bb2f5055e [MIRROR] 81182 81367 81399 (#26492)
* Implements rgb2num, uses it to replace all our manual rgb reading. Redoes HSV management (#81182)

[Converts all manual extraction of rbg with rgb2num. It's just
better](ae798eabd5)

[Yanks out old HSV management, replaces it with list
stuff](4997e86051)

There's this old lummy era clunky code that passed HSV as text

We can now cleanly replace it with passing hsv as lists from a rgb2hsv
proc

So let's just do that.

Also, cleans up spraytan code (and ethereal lighting)

Code better

* Refactors fire overlays once again to make it not get stuck so often (#81367)

Maybe finally fixes #77701

A big reason why this kept happening is because fire uses standing
overlays. But fire isn't managed by mobs anymore. Meaning in some
situations, fire can cease to exist but the overlay can still be on the
mob. So it gets stuck.

So like, why use standing overlays anymore? We can just hook
`update_overlays` signal.
Isn't that neat.

🆑 Melbert
refactor: Fire effects get added to mobs in a different way now. Maybe
it will get stuck less. Report any oddities.
/🆑

* Fix Flaky Failure From Fire  (#81399)

## About The Pull Request

Closes #81396 , Closes #81391 , Closes #81403, Closes #81402

I don't know why but I thought this proc was only called once, when the
mob entered the turf. That was silly.

And going back at it, I'm not entirely sure why I tied
`TRAIT_NO_EXTINGUISH` to the element anyways, rather than the lava like
it originally was.

While going back over this, I cleaned up the proc a bit. 

## Changelog

Not necessary

* There we go?

* Bruh moment

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-02-12 19:03:58 -05:00

225 lines
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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)
. = 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
/**
* 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)
#undef LUMA_R
#undef LUMA_G
#undef LUMA_B