mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-05 06:14:36 +00:00
518 lines
11 KiB
Haxe
518 lines
11 KiB
Haxe
package funkin.animate;
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import haxe.format.JsonParser;
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import openfl.Assets;
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import openfl.geom.Matrix3D;
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import openfl.geom.Matrix;
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#if sys
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import sys.io.File;
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#end
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/**
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* Generally designed / written in a way that can be easily taken out of FNF and used elsewhere
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* I don't think it even has ties to OpenFL? Could probably just use it for ANY haxe
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* project if needed, DOES NEED A LOT OF CLEANUP THOUGH!
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*/
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class ParseAnimate
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{
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// make list of frames needed to render (with ASI)
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// make GIANT list of all the frames ever and have them in order?
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public static var symbolMap:Map<String, Symbol> = new Map();
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public static var actualSprites:Map<String, Sprite> = new Map();
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private var _atlas:Map<String, Sprite>;
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private var _symbolData:Map<String, Symbol>;
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private var _defaultSymbolName:String;
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public function new(data:AnimJson, atlas:Spritemap)
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{
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// bitmap data could prob be instead
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// this code is mostly nabbed from https://github.com/miltoncandelero/OpenFLAnimateAtlas/blob/master/Source/animateatlas/displayobject/SpriteAnimationLibrary.hx
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parseAnimationData(data);
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parseAtlasData(atlas);
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}
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private function parseAnimationData(data:AnimJson):Void
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{
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_symbolData = new Map();
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var symbols = data.SD.S;
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for (symbol in symbols)
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_symbolData[symbol.SN] = preprocessSymbolData(symbol);
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var defaultSymbol:Symbol = preprocessSymbolData(data.AN);
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_defaultSymbolName = defaultSymbol.SN;
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_symbolData.set(_defaultSymbolName, defaultSymbol);
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}
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// at little redundant, does exactly the same thing as genSpritemap()
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private function parseAtlasData(atlas:Spritemap):Void
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{
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_atlas = new Map<String, Sprite>();
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if (atlas.ATLAS != null && atlas.ATLAS.SPRITES != null)
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{
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for (s in atlas.ATLAS.SPRITES)
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_atlas.set(s.SPRITE.name, s.SPRITE);
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}
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}
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/**
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* Not used, was used for testing stuff though!
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*/
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public static function init()
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{
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// Main.gids
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var folder:String = 'tightestBars';
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// var spritemap:Spritemap =
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// var spritemap:Spritemap = genSpritemap('test/$folder/spritemap1.json');
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actualSprites = genSpritemap('test/$folder/spritemap1.json');
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var animation:AnimJson = cast CoolUtil.coolJSON(Assets.getText('src/$folder/Animation.json'));
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generateSymbolmap(animation.SD.S);
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trace("\n\nANIMATION SHIT\n");
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var timelineLength:Int = 0;
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for (lyr in animation.AN.TL.L)
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timelineLength = Std.int(Math.max(lyr.FR.length, timelineLength));
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var content:String = animation.AN.TL.L[0].LN;
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content += "TOTAL FRAMES NEEDED: " + timelineLength + "\n";
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for (frm in 0...timelineLength)
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{
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trace('FRAME NUMBER ' + frm);
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try
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{
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parseTimeline(animation.AN.TL, 1, frm);
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content += 'Good write on frame: ' + frm + "\n";
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}
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catch (e)
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{
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content += "BAD WRITE : " + frm + "\n";
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content += "\t" + e + "\n";
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trace(e);
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}
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// File.saveContent("output.txt", content);
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}
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parseTimeline(animation.AN.TL, 1, 0);
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trace(actualSprites);
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}
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/**
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* a MAP of SPRITES, not to be confused with Spritemap... lol
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*/
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public static function genSpritemap(json:String):Map<String, Sprite>
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{
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var sprShitty:Spritemap = cast CoolUtil.coolJSON(json);
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var sprMap:Map<String, Sprite> = new Map();
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for (spr in sprShitty.ATLAS.SPRITES)
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sprMap.set(spr.SPRITE.name, spr.SPRITE);
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return sprMap;
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}
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// should change dis to all private?
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public static function generateSymbolmap(symbols:Array<Symbol>)
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{
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for (symbol in symbols)
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{
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// trace(symbol.SN + "has: " + symbol.TL.L.length + " LAYERS");
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symbolMap.set(symbol.SN, symbol);
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// parseTimeline(symbol.TL);
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}
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}
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public static function preprocessSymbolData(anim:Symbol):Symbol
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{
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var timelineData:Timeline = anim.TL;
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var layerData:Array<Layer> = timelineData.L;
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if (!timelineData.sortedForRender)
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{
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timelineData.sortedForRender = true;
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layerData.reverse();
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}
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for (layerStuff in layerData)
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{
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var frames:Array<Frame> = layerStuff.FR;
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for (frame in frames)
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{
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var elements:Array<Element> = frame.E;
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for (e in 0...elements.length)
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{
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var element:Element = elements[e];
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if (element.ASI != null)
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{
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element = elements[e] = {
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SI: {
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SN: "ATLAS_SYMBOL_SPRITE",
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LP: "LP",
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TRP: {x: 0, y: 0},
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M3D: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],
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FF: 0,
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ST: "G",
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ASI: element.ASI
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}
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}
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}
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}
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}
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}
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return anim;
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}
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public static var curLoopType:String;
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/**
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* Stuff for debug parsing
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*/
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public static var depthTypeBeat:String = "";
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/**
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* Array of bullshit that will eventually be RENDERED by whoever wanna use it!
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*/
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public static var frameList:Array<Array<VALIDFRAME>> = [];
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// for loop stuf
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/**
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* Similar to frameList, keeps track of shit according to framess?
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* That amount of arrays within arrays is fuckin dumb
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* but innermost array is basically just x and y value, cuz im dum
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*/
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public static var matrixHelp:Array<Array<Array<Float>>> = [];
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public static var trpHelpIDK:Array<Array<Array<Float>>> = [];
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public static var loopedFrameShit:Int = 0;
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public static var funnyMatrix:Matrix = new Matrix();
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public static var matrixFlipper:Array<Matrix> = [];
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// clean up all the crazy ass arrays
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public static function resetFrameList()
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{
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// funnyMatrix.identity();
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frameList = [];
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frameList.push([]);
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matrixHelp = [];
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matrixHelp.push([]);
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trpHelpIDK = [];
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trpHelpIDK.push([]);
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}
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public static var isFlipped:Bool = false;
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public static function parseTimeline(TL:Timeline, tabbed:Int = 0, ?frameInput:Int)
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{
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var strTab:String = "";
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for (i in 0...tabbed)
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strTab += '\t';
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for (layer in TL.L)
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{
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var frameArray:Array<Int> = [];
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var frameMap:Map<Int, Frame> = new Map();
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for (frms in layer.FR)
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{
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for (i in 0...frms.DU)
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frameArray.push(frms.I);
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frameMap.set(frms.I, frms);
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}
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if (frameInput == null)
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frameInput = 0;
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var oldFrm:Int = frameInput;
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/*
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if (curLoopType == "SF")
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{
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trace(layer.LN);
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trace(frameArray);
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trace(frameInput);
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trace(curLoopType);
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}*/
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if (curLoopType == "LP")
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frameInput = frameArray[frameInput % frameArray.length];
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else if (curLoopType == "SF")
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{
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frameInput = frameArray[loopedFrameShit];
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// see what happens when something has more than 2 layer?
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// single frame stuff isn't fully implemented
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}
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else
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frameInput = frameArray[frameInput];
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// trace(frameMap.get(frameInput));
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var frame:Frame = frameMap.get(frameInput);
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// get somethin sorted per element list, which would essentially be per symbol things properly sorted
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// seperate data types if symbol or atlassymbolinstance? would probably be maybe slightly less memory intensive? i dunno
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// goes thru each layer, and then each element
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// after it gets thru each element it adds to the layer frame stuff.
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// make somethin that works recursively, maybe thats the symbol dictionary type shit?
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for (element in frame.E)
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{
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if (Reflect.hasField(element, "ASI"))
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{
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matrixHelp[matrixHelp.length - 1].push(element.ASI.M3D);
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var m3D = element.ASI.M3D;
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var lilMatrix:Matrix = new Matrix(m3D[0], m3D[1], m3D[4], m3D[5], m3D[12], m3D[13]);
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matrixFlipper.push(lilMatrix);
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// matrixFlipper.reverse();
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// funnyMatrix.identity();
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// for (m in matrixFlipper)
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// funnyMatrix.concat(m);
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if (isFlipped)
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{
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trace("MORE FLIPPED SHIT");
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trace("MORE FLIPPED SHIT");
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trace("MORE FLIPPED SHIT");
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trace(funnyMatrix);
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trace(matrixFlipper);
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}
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// trace(funnyMatrix);
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funnyMatrix.concat(lilMatrix);
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// trace(funnyMatrix);
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frameList[frameList.length - 1].push({
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frameName: element.ASI.N,
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depthString: depthTypeBeat,
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matrixArray: matrixHelp[matrixHelp.length - 1],
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trpArray: trpHelpIDK[trpHelpIDK.length - 1],
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fullMatrix: funnyMatrix.clone()
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});
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// flips the matrix once?? I cant remember exactly why it needs to be flipped
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// matrixHelp[matrixHelp.length - 1].reverse();
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// trpHelpIDK = [];
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// push the matrix array after each symbol?
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funnyMatrix.identity();
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matrixFlipper = [];
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depthTypeBeat = "";
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curLoopType = "";
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loopedFrameShit = 0;
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isFlipped = false;
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}
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else
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{
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var m3D = element.SI.M3D;
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var lilMatrix:Matrix = new Matrix(m3D[0], m3D[1], m3D[4], m3D[5], m3D[12], m3D[13]);
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if (lilMatrix.a == -1)
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{
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isFlipped = true;
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trace('IS THE NEGATIVE ONE');
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}
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if (isFlipped)
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trace(lilMatrix);
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funnyMatrix.concat(lilMatrix);
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matrixFlipper.push(lilMatrix);
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// trace(funnyMatrix);
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matrixHelp[matrixHelp.length - 1].push(element.SI.M3D);
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trpHelpIDK[trpHelpIDK.length - 1].push([element.SI.TRP.x, element.SI.TRP.y]); // trpHelpIDK.push();
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depthTypeBeat += "->" + element.SI.SN;
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curLoopType = element.SI.LP;
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var inputFrame:Int = element.SI.FF;
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// JANKY FIX, MAY NOT ACCOUNT FOR ALL SCENARIOS OF SINGLE FRAME ANIMATIONS!!
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if (curLoopType == "SF")
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{
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// trace("LOOP SHIT: " + inputFrame);
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loopedFrameShit = inputFrame;
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}
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// condense the animation code, so it automatically already fills up animation shit per symbol
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parseTimeline(symbolMap.get(element.SI.SN).TL, tabbed + 1, inputFrame);
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}
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// idk if this should go per layer or per element / object?
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matrixHelp.push([]);
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trpHelpIDK.push([]);
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}
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if (tabbed == 0)
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{
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frameList[frameList.length - 1].reverse();
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frameList.push([]); // new layer essentially
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}
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}
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frameList.reverse();
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}
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}
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typedef VALIDFRAME =
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{
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frameName:String,
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depthString:String,
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matrixArray:Array<Array<Float>>,
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trpArray:Array<Array<Float>>,
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fullMatrix:Matrix
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}
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typedef AnimJson =
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{
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AN:Animation,
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SD:SymbolDictionary,
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MD:MetaData
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}
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typedef Animation =
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{
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N:String,
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SN:String,
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TL:Timeline
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}
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typedef SymbolDictionary =
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{
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S:Array<Symbol>
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}
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typedef Symbol =
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{
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/**Symbol name*/
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SN:String,
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TL:Timeline
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}
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typedef Timeline =
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{
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?sortedForRender:Bool,
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L:Array<Layer>
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}
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typedef Layer =
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{
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LN:String,
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FR:Array<Frame>
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}
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typedef Frame =
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{
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E:Array<Element>,
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I:Int,
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DU:Int
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// maybe need to implement names if it has frame labels?
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}
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typedef Element =
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{
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SI:SymbolInstance,
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?ASI:AlsoSymbolInstance
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// lmfao idk what ASI stands for lmfaoo, i dont think its "also"
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}
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typedef SymbolInstance =
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{
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SN:String,
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ASI:AlsoSymbolInstance,
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/**Symbol type, prob either G (graphic), or movie clip?*/ ST:String,
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/**First frame*/ FF:Int,
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/**Loop type, loop ping pong, etc.*/ LP:String,
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/**3D matrix*/ M3D:Array<Float>,
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TRP:
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{
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x:Float, y:Float
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}
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}
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typedef AlsoSymbolInstance =
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{
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N:String,
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M3D:Array<Float>
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}
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typedef MetaData =
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{
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/**
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* Framerate
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*/
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FRT:Int
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}
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// SPRITEMAP BULLSHIT
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typedef Spritemap =
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{
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ATLAS:
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{
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SPRITES:Array<SpriteBullshit>
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},
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meta:Meta
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}
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typedef SpriteBullshit =
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{
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SPRITE:Sprite
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}
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typedef Sprite =
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{
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name:String,
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x:Int,
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y:Int,
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w:Int,
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h:Int,
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rotated:Bool
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}
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typedef Meta =
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{
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app:String,
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verstion:String,
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image:String,
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format:String,
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size:
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{
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w:Int, h:Float
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},
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resolution:Float
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}
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