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Some code improvements in DrawingAlgos
Should also result in minor optimizations
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parent
399fc8dfbd
commit
e648d0d612
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@ -156,36 +156,22 @@ func scale_3x(sprite: Image, tol := 50.0) -> Image:
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var scaled := Image.create(
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sprite.get_width() * 3, sprite.get_height() * 3, false, Image.FORMAT_RGBA8
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)
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var a: Color
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var b: Color
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var c: Color
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var d: Color
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var e: Color
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var f: Color
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var g: Color
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var h: Color
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var i: Color
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var width_minus_one := sprite.get_width() - 1
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var height_minus_one := sprite.get_height() - 1
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for x in range(0, sprite.get_width()):
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for y in range(0, sprite.get_height()):
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var xs := 3 * x
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var ys := 3 * y
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a = sprite.get_pixel(maxi(x - 1, 0), maxi(y - 1, 0))
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b = sprite.get_pixel(mini(x, sprite.get_width() - 1), maxi(y - 1, 0))
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c = sprite.get_pixel(mini(x + 1, sprite.get_width() - 1), maxi(y - 1, 0))
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d = sprite.get_pixel(maxi(x - 1, 0), mini(y, sprite.get_height() - 1))
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e = sprite.get_pixel(mini(x, sprite.get_width() - 1), mini(y, sprite.get_height() - 1))
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f = sprite.get_pixel(
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mini(x + 1, sprite.get_width() - 1), mini(y, sprite.get_height() - 1)
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)
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g = sprite.get_pixel(maxi(x - 1, 0), mini(y + 1, sprite.get_height() - 1))
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h = sprite.get_pixel(
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mini(x, sprite.get_width() - 1), mini(y + 1, sprite.get_height() - 1)
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)
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i = sprite.get_pixel(
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mini(x + 1, sprite.get_width() - 1), mini(y + 1, sprite.get_height() - 1)
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)
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var a := sprite.get_pixel(maxi(x - 1, 0), maxi(y - 1, 0))
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var b := sprite.get_pixel(mini(x, width_minus_one), maxi(y - 1, 0))
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var c := sprite.get_pixel(mini(x + 1, width_minus_one), maxi(y - 1, 0))
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var d := sprite.get_pixel(maxi(x - 1, 0), mini(y, height_minus_one))
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var e := sprite.get_pixel(mini(x, width_minus_one), mini(y, height_minus_one))
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var f := sprite.get_pixel(mini(x + 1, width_minus_one), mini(y, height_minus_one))
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var g := sprite.get_pixel(maxi(x - 1, 0), mini(y + 1, height_minus_one))
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var h := sprite.get_pixel(mini(x, width_minus_one), mini(y + 1, height_minus_one))
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var i := sprite.get_pixel(mini(x + 1, width_minus_one), mini(y + 1, height_minus_one))
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var db: bool = similar_colors(d, b, tol)
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var dh: bool = similar_colors(d, h, tol)
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@ -223,7 +209,7 @@ func scale_3x(sprite: Image, tol := 50.0) -> Image:
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func rotxel(sprite: Image, angle: float, pivot: Vector2) -> void:
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# If angle is simple, then nn rotation is the best
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if angle == 0 || angle == PI / 2 || angle == PI || angle == 2 * PI:
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if angle == 0 || angle == PI / 2 || angle == PI || angle == 3.0 * PI / 2.0 || angle == TAU:
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nn_rotate(sprite, angle, pivot)
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return
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@ -231,7 +217,6 @@ func rotxel(sprite: Image, angle: float, pivot: Vector2) -> void:
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aux.copy_from(sprite)
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var ox: int
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var oy: int
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var p: Color
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for x in sprite.get_size().x:
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for y in sprite.get_size().y:
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var dx := 3 * (x - pivot.x)
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@ -269,27 +254,19 @@ func rotxel(sprite: Image, angle: float, pivot: Vector2) -> void:
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ox = roundi((ox - 1) / 3.0)
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oy = roundi((oy - 1) / 3.0)
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var a: Color
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var b: Color
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var c: Color
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var d: Color
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var e: Color
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var f: Color
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var g: Color
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var h: Color
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var i: Color
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var p: Color
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if ox == 0 || ox == sprite.get_width() - 1 || oy == 0 || oy == sprite.get_height() - 1:
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p = aux.get_pixel(ox, oy)
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else:
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a = aux.get_pixel(ox - 1, oy - 1)
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b = aux.get_pixel(ox, oy - 1)
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c = aux.get_pixel(ox + 1, oy - 1)
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d = aux.get_pixel(ox - 1, oy)
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e = aux.get_pixel(ox, oy)
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f = aux.get_pixel(ox + 1, oy)
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g = aux.get_pixel(ox - 1, oy + 1)
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h = aux.get_pixel(ox, oy + 1)
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i = aux.get_pixel(ox + 1, oy + 1)
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var a := aux.get_pixel(ox - 1, oy - 1)
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var b := aux.get_pixel(ox, oy - 1)
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var c := aux.get_pixel(ox + 1, oy - 1)
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var d := aux.get_pixel(ox - 1, oy)
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var e := aux.get_pixel(ox, oy)
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var f := aux.get_pixel(ox + 1, oy)
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var g := aux.get_pixel(ox - 1, oy + 1)
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var h := aux.get_pixel(ox, oy + 1)
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var i := aux.get_pixel(ox + 1, oy + 1)
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match index:
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0:
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@ -414,9 +391,7 @@ func rotxel(sprite: Image, angle: float, pivot: Vector2) -> void:
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func fake_rotsprite(sprite: Image, angle: float, pivot: Vector2) -> void:
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var selected_sprite := Image.new()
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selected_sprite.copy_from(sprite)
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selected_sprite.copy_from(scale_3x(selected_sprite))
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var selected_sprite := scale_3x(sprite)
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nn_rotate(selected_sprite, angle, pivot * 3)
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selected_sprite.resize(
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selected_sprite.get_width() / 3, selected_sprite.get_height() / 3, Image.INTERPOLATE_NEAREST
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@ -429,12 +404,12 @@ func nn_rotate(sprite: Image, angle: float, pivot: Vector2) -> void:
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return
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var aux := Image.new()
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aux.copy_from(sprite)
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var ox: int
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var oy: int
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var angle_sin := sin(angle)
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var angle_cos := cos(angle)
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for x in range(sprite.get_width()):
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for y in range(sprite.get_height()):
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ox = (x - pivot.x) * cos(angle) + (y - pivot.y) * sin(angle) + pivot.x
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oy = -(x - pivot.x) * sin(angle) + (y - pivot.y) * cos(angle) + pivot.y
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var ox := (x - pivot.x) * angle_cos + (y - pivot.y) * angle_sin + pivot.x
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var oy := -(x - pivot.x) * angle_sin + (y - pivot.y) * angle_cos + pivot.y
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if ox >= 0 && ox < sprite.get_width() && oy >= 0 && oy < sprite.get_height():
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sprite.set_pixel(x, y, aux.get_pixel(ox, oy))
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else:
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