mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
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175 lines
5.2 KiB
Plaintext
175 lines
5.2 KiB
Plaintext
/matrix/proc/TurnTo(old_angle, new_angle)
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. = new_angle - old_angle
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Turn(.) //BYOND handles cases such as -270, 360, 540 etc. DOES NOT HANDLE 180 TURNS WELL, THEY TWEEN AND LOOK LIKE SHIT
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/atom/proc/SpinAnimation(speed = 10, loops = -1, clockwise = 1, segments = 3)
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if(!segments)
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return
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var/segment = 360/segments
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if(!clockwise)
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segment = -segment
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var/list/matrices = list()
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for(var/i in 1 to segments-1)
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var/matrix/M = matrix(transform)
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M.Turn(segment*i)
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matrices += M
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var/matrix/last = matrix(transform)
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matrices += last
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speed /= segments
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animate(src, transform = matrices[1], time = speed, loops)
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for(var/i in 2 to segments) //2 because 1 is covered above
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animate(transform = matrices[i], time = speed)
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//doesn't have an object argument because this is "Stacking" with the animate call above
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//3 billion% intentional
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//Dumps the matrix data in format a-f
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/matrix/proc/tolist()
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. = list()
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. += a
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. += b
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. += c
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. += d
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. += e
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. += f
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//Dumps the matrix data in a matrix-grid format
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/*
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a d 0
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b e 0
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c f 1
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*/
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/matrix/proc/togrid()
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. = list()
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. += a
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. += d
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. += 0
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. += b
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. += e
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. += 0
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. += c
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. += f
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. += 1
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//The X pixel offset of this matrix
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/matrix/proc/get_x_shift()
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. = c
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//The Y pixel offset of this matrix
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/matrix/proc/get_y_shift()
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. = f
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/matrix/proc/get_x_skew()
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. = b
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/matrix/proc/get_y_skew()
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. = d
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//Skews a matrix in a particular direction
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//Missing arguments are treated as no skew in that direction
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//As Rotation is defined as a scale+skew, these procs will break any existing rotation
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//Unless the result is multiplied against the current matrix
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/matrix/proc/set_skew(x = 0, y = 0)
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b = x
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d = y
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/////////////////////
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// COLOUR MATRICES //
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/////////////////////
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/* Documenting a couple of potentially useful color matrices here to inspire ideas
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// Greyscale - indentical to saturation @ 0
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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)
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// Color inversion
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list(-1,0,0,0, 0,-1,0,0, 0,0,-1,0, 0,0,0,1, 1,1,1,0)
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// Sepiatone
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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)
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*/
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//Does nothing
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/proc/color_matrix_identity()
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return list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
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//Adds/subtracts overall lightness
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//0 is identity, 1 makes everything white, -1 makes everything black
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/proc/color_matrix_lightness(power)
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return list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, power,power,power,0)
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//Changes distance hues have from grey while maintaining the overall lightness. Greys are unaffected.
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//1 is identity, 0 is greyscale, >1 oversaturates colors
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/proc/color_matrix_saturation(value)
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var/inv = 1 - value
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var/R = round(LUMA_R * inv, 0.001)
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var/G = round(LUMA_G * inv, 0.001)
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var/B = round(LUMA_B * inv, 0.001)
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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)
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//Changes distance colors have from rgb(127,127,127) grey
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//1 is identity. 0 makes everything grey >1 blows out colors and greys
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/proc/color_matrix_contrast(value)
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var/add = (1 - value) / 2
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return list(value,0,0,0, 0,value,0,0, 0,0,value,0, 0,0,0,1, add,add,add,0)
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//Moves all colors angle degrees around the color wheel while maintaining intensity of the color and not affecting greys
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//0 is identity, 120 moves reds to greens, 240 moves reds to blues
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/proc/color_matrix_rotate_hue(angle)
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var/sin = sin(angle)
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var/cos = cos(angle)
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var/cos_inv_third = 0.333*(1-cos)
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var/sqrt3_sin = sqrt(3)*sin
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return list(
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round(cos+cos_inv_third, 0.001), round(cos_inv_third+sqrt3_sin, 0.001), round(cos_inv_third-sqrt3_sin, 0.001), 0,
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round(cos_inv_third-sqrt3_sin, 0.001), round(cos+cos_inv_third, 0.001), round(cos_inv_third+sqrt3_sin, 0.001), 0,
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round(cos_inv_third+sqrt3_sin, 0.001), round(cos_inv_third-sqrt3_sin, 0.001), round(cos+cos_inv_third, 0.001), 0,
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0,0,0,1,
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0,0,0,0)
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//These next three rotate values about one axis only
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//x is the red axis, y is the green axis, z is the blue axis.
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/proc/color_matrix_rotate_x(angle)
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var/sinval = round(sin(angle), 0.001); var/cosval = round(cos(angle), 0.001)
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return list(1,0,0,0, 0,cosval,sinval,0, 0,-sinval,cosval,0, 0,0,0,1, 0,0,0,0)
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/proc/color_matrix_rotate_y(angle)
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var/sinval = round(sin(angle), 0.001); var/cosval = round(cos(angle), 0.001)
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return list(cosval,0,-sinval,0, 0,1,0,0, sinval,0,cosval,0, 0,0,0,1, 0,0,0,0)
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/proc/color_matrix_rotate_z(angle)
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var/sinval = round(sin(angle), 0.001); var/cosval = round(cos(angle), 0.001)
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return list(cosval,sinval,0,0, -sinval,cosval,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
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//Returns a matrix addition of A with B
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/proc/color_matrix_add(list/A, list/B)
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if(!istype(A) || !istype(B))
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return color_matrix_identity()
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if(A.len != 20 || B.len != 20)
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return color_matrix_identity()
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var/list/output = list()
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output.len = 20
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for(var/value in 1 to 20)
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output[value] = A[value] + B[value]
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return output
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//Returns a matrix multiplication of A with B
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/proc/color_matrix_multiply(list/A, list/B)
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if(!istype(A) || !istype(B))
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return color_matrix_identity()
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if(A.len != 20 || B.len != 20)
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return color_matrix_identity()
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var/list/output = list()
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output.len = 20
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var/x = 1
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var/y = 1
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var/offset = 0
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for(y in 1 to 5)
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offset = (y-1)*4
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for(x in 1 to 4)
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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)
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return output |