extends Node enum GradientDirection { TOP, BOTTOM, LEFT, RIGHT } ## Continuation from Image.Interpolation enum Interpolation { SCALE3X = 5, CLEANEDGE = 6, OMNISCALE = 7 } var clean_edge_shader: Shader var omniscale_shader := preload("res://src/Shaders/Rotation/OmniScale.gdshader") ## Algorithm based on http://members.chello.at/easyfilter/bresenham.html func get_ellipse_points(pos: Vector2i, size: Vector2i) -> Array[Vector2i]: var array: Array[Vector2i] = [] var x0 := pos.x var x1 := pos.x + (size.x - 1) var y0 := pos.y var y1 := pos.y + (size.y - 1) var a := absi(x1 - x0) var b := absi(y1 - x0) var b1 := b & 1 var dx := 4 * (1 - a) * b * b var dy := 4 * (b1 + 1) * a * a var err := dx + dy + b1 * a * a var e2 := 0 if x0 > x1: x0 = x1 x1 += a if y0 > y1: y0 = y1 y0 += (b + 1) / 2 y1 = y0 - b1 a *= 8 * a b1 = 8 * b * b while x0 <= x1: var v1 := Vector2i(x1, y0) var v2 := Vector2i(x0, y0) var v3 := Vector2i(x0, y1) var v4 := Vector2i(x1, y1) array.append(v1) array.append(v2) array.append(v3) array.append(v4) e2 = 2 * err if e2 <= dy: y0 += 1 y1 -= 1 dy += a err += dy if e2 >= dx || 2 * err > dy: x0 += 1 x1 -= 1 dx += b1 err += dx while y0 - y1 < b: var v1 := Vector2i(x0 - 1, y0) var v2 := Vector2i(x1 + 1, y0) var v3 := Vector2i(x0 - 1, y1) var v4 := Vector2i(x1 + 1, y1) array.append(v1) array.append(v2) array.append(v3) array.append(v4) y0 += 1 y1 -= 1 return array func get_ellipse_points_filled(pos: Vector2i, size: Vector2i, thickness := 1) -> Array[Vector2i]: var offsetted_size := size + Vector2i.ONE * (thickness - 1) var border := get_ellipse_points(pos, offsetted_size) var filling: Array[Vector2i] = [] for x in range(1, ceili(offsetted_size.x / 2.0)): var fill := false var prev_is_true := false for y in range(0, ceili(offsetted_size.y / 2.0)): var top_l_p := Vector2i(x, y) var bit := border.has(pos + top_l_p) if bit and not fill: prev_is_true = true continue if not bit and (fill or prev_is_true): filling.append(pos + top_l_p) filling.append(pos + Vector2i(x, offsetted_size.y - y - 1)) filling.append(pos + Vector2i(offsetted_size.x - x - 1, y)) filling.append(pos + Vector2i(offsetted_size.x - x - 1, offsetted_size.y - y - 1)) if prev_is_true: fill = true prev_is_true = false elif bit and fill: break return border + filling func scale_3x(sprite: Image, tol := 50.0) -> Image: var scaled := Image.create( sprite.get_width() * 3, sprite.get_height() * 3, false, Image.FORMAT_RGBA8 ) var a: Color var b: Color var c: Color var d: Color var e: Color var f: Color var g: Color var h: Color var i: Color for x in range(0, sprite.get_width()): for y in range(0, sprite.get_height()): var xs := 3 * x var ys := 3 * y a = sprite.get_pixel(maxi(x - 1, 0), maxi(y - 1, 0)) b = sprite.get_pixel(mini(x, sprite.get_width() - 1), maxi(y - 1, 0)) c = sprite.get_pixel(mini(x + 1, sprite.get_width() - 1), maxi(y - 1, 0)) d = sprite.get_pixel(maxi(x - 1, 0), mini(y, sprite.get_height() - 1)) e = sprite.get_pixel(mini(x, sprite.get_width() - 1), mini(y, sprite.get_height() - 1)) f = sprite.get_pixel( mini(x + 1, sprite.get_width() - 1), mini(y, sprite.get_height() - 1) ) g = sprite.get_pixel(maxi(x - 1, 0), mini(y + 1, sprite.get_height() - 1)) h = sprite.get_pixel( mini(x, sprite.get_width() - 1), mini(y + 1, sprite.get_height() - 1) ) i = sprite.get_pixel( mini(x + 1, sprite.get_width() - 1), mini(y + 1, sprite.get_height() - 1) ) var db: bool = similar_colors(d, b, tol) var dh: bool = similar_colors(d, h, tol) var bf: bool = similar_colors(f, b, tol) var ec: bool = similar_colors(e, c, tol) var ea: bool = similar_colors(e, a, tol) var fh: bool = similar_colors(f, h, tol) var eg: bool = similar_colors(e, g, tol) var ei: bool = similar_colors(e, i, tol) scaled.set_pixel(maxi(xs - 1, 0), maxi(ys - 1, 0), d if (db and !dh and !bf) else e) scaled.set_pixel( xs, maxi(ys - 1, 0), b if (db and !dh and !bf and !ec) or (bf and !db and !fh and !ea) else e ) scaled.set_pixel(xs + 1, maxi(ys - 1, 0), f if (bf and !db and !fh) else e) scaled.set_pixel( maxi(xs - 1, 0), ys, d if (dh and !fh and !db and !ea) or (db and !dh and !bf and !eg) else e ) scaled.set_pixel(xs, ys, e) scaled.set_pixel( xs + 1, ys, f if (bf and !db and !fh and !ei) or (fh and !bf and !dh and !ec) else e ) scaled.set_pixel(maxi(xs - 1, 0), ys + 1, d if (dh and !fh and !db) else e) scaled.set_pixel( xs, ys + 1, h if (fh and !bf and !dh and !eg) or (dh and !fh and !db and !ei) else e ) scaled.set_pixel(xs + 1, ys + 1, f if (fh and !bf and !dh) else e) return scaled func rotxel(sprite: Image, angle: float, pivot: Vector2) -> void: # If angle is simple, then nn rotation is the best if angle == 0 || angle == PI / 2 || angle == PI || angle == 2 * PI: nn_rotate(sprite, angle, pivot) return var aux := Image.new() aux.copy_from(sprite) var ox: int var oy: int var p: Color for x in sprite.get_size().x: for y in sprite.get_size().y: var dx := 3 * (x - pivot.x) var dy := 3 * (y - pivot.y) var found_pixel := false for k in range(9): var modk := -1 + k % 3 var divk := -1 + int(k / 3) var dir := atan2(dy + divk, dx + modk) var mag := sqrt(pow(dx + modk, 2) + pow(dy + divk, 2)) dir -= angle ox = roundi(pivot.x * 3 + 1 + mag * cos(dir)) oy = roundi(pivot.y * 3 + 1 + mag * sin(dir)) if sprite.get_width() % 2 != 0: ox += 1 oy += 1 if ( ox >= 0 && ox < sprite.get_width() * 3 && oy >= 0 && oy < sprite.get_height() * 3 ): found_pixel = true break if !found_pixel: sprite.set_pixel(x, y, Color(0, 0, 0, 0)) continue var fil: int = oy % 3 var col: int = ox % 3 var index: int = col + 3 * fil ox = roundi((ox - 1) / 3.0) oy = roundi((oy - 1) / 3.0) var a: Color var b: Color var c: Color var d: Color var e: Color var f: Color var g: Color var h: Color var i: Color if ox == 0 || ox == sprite.get_width() - 1 || oy == 0 || oy == sprite.get_height() - 1: p = aux.get_pixel(ox, oy) else: a = aux.get_pixel(ox - 1, oy - 1) b = aux.get_pixel(ox, oy - 1) c = aux.get_pixel(ox + 1, oy - 1) d = aux.get_pixel(ox - 1, oy) e = aux.get_pixel(ox, oy) f = aux.get_pixel(ox + 1, oy) g = aux.get_pixel(ox - 1, oy + 1) h = aux.get_pixel(ox, oy + 1) i = aux.get_pixel(ox + 1, oy + 1) match index: 0: p = ( d if ( similar_colors(d, b) && !similar_colors(d, h) && !similar_colors(b, f) ) else e ) 1: p = ( b if ( ( similar_colors(d, b) && !similar_colors(d, h) && !similar_colors(b, f) && !similar_colors(e, c) ) || ( similar_colors(b, f) && !similar_colors(d, b) && !similar_colors(f, h) && !similar_colors(e, a) ) ) else e ) 2: p = ( f if ( similar_colors(b, f) && !similar_colors(d, b) && !similar_colors(f, h) ) else e ) 3: p = ( d if ( ( similar_colors(d, h) && !similar_colors(f, h) && !similar_colors(d, b) && !similar_colors(e, a) ) || ( similar_colors(d, b) && !similar_colors(d, h) && !similar_colors(b, f) && !similar_colors(e, g) ) ) else e ) 4: p = e 5: p = ( f if ( ( similar_colors(b, f) && !similar_colors(d, b) && !similar_colors(f, h) && !similar_colors(e, i) ) || ( similar_colors(f, h) && !similar_colors(b, f) && !similar_colors(d, h) && !similar_colors(e, c) ) ) else e ) 6: p = ( d if ( similar_colors(d, h) && !similar_colors(f, h) && !similar_colors(d, b) ) else e ) 7: p = ( h if ( ( similar_colors(f, h) && !similar_colors(f, b) && !similar_colors(d, h) && !similar_colors(e, g) ) || ( similar_colors(d, h) && !similar_colors(f, h) && !similar_colors(d, b) && !similar_colors(e, i) ) ) else e ) 8: p = ( f if ( similar_colors(f, h) && !similar_colors(f, b) && !similar_colors(d, h) ) else e ) sprite.set_pixel(x, y, p) func fake_rotsprite(sprite: Image, angle: float, pivot: Vector2) -> void: var selected_sprite := Image.new() selected_sprite.copy_from(sprite) selected_sprite.copy_from(scale_3x(selected_sprite)) nn_rotate(selected_sprite, angle, pivot * 3) selected_sprite.resize( selected_sprite.get_width() / 3, selected_sprite.get_height() / 3, Image.INTERPOLATE_NEAREST ) sprite.blit_rect(selected_sprite, Rect2(Vector2.ZERO, selected_sprite.get_size()), Vector2.ZERO) func nn_rotate(sprite: Image, angle: float, pivot: Vector2) -> void: var aux := Image.new() aux.copy_from(sprite) var ox: int var oy: int for x in range(sprite.get_width()): for y in range(sprite.get_height()): ox = (x - pivot.x) * cos(angle) + (y - pivot.y) * sin(angle) + pivot.x oy = -(x - pivot.x) * sin(angle) + (y - pivot.y) * cos(angle) + pivot.y if ox >= 0 && ox < sprite.get_width() && oy >= 0 && oy < sprite.get_height(): sprite.set_pixel(x, y, aux.get_pixel(ox, oy)) else: sprite.set_pixel(x, y, Color(0, 0, 0, 0)) func similar_colors(c1: Color, c2: Color, tol := 100.0) -> bool: var dist := color_distance(c1, c2) return dist <= tol func color_distance(c1: Color, c2: Color) -> float: return sqrt( ( pow((c1.r - c2.r) * 255, 2) + pow((c1.g - c2.g) * 255, 2) + pow((c1.b - c2.b) * 255, 2) + pow((c1.a - c2.a) * 255, 2) ) ) # Image effects func scale_image(width: int, height: int, interpolation: int) -> void: general_do_scale(width, height) for f in Global.current_project.frames: for i in range(f.cels.size() - 1, -1, -1): if not f.cels[i] is PixelCel: continue var sprite := Image.new() sprite.copy_from(f.cels[i].get_image()) if interpolation == Interpolation.SCALE3X: var times := Vector2i( ceili(width / (3.0 * sprite.get_width())), ceili(height / (3.0 * sprite.get_height())) ) for _j in range(maxi(times.x, times.y)): sprite.copy_from(scale_3x(sprite)) sprite.resize(width, height, Image.INTERPOLATE_NEAREST) elif interpolation == Interpolation.CLEANEDGE: var gen := ShaderImageEffect.new() gen.generate_image(sprite, clean_edge_shader, {}, Vector2i(width, height)) elif interpolation == Interpolation.OMNISCALE and omniscale_shader: var gen := ShaderImageEffect.new() gen.generate_image(sprite, omniscale_shader, {}, Vector2i(width, height)) else: sprite.resize(width, height, interpolation) Global.current_project.undo_redo.add_do_property(f.cels[i].image, "data", sprite.data) Global.current_project.undo_redo.add_undo_property( f.cels[i].image, "data", f.cels[i].image.data ) general_undo_scale() func center(indices: Array) -> void: var project := Global.current_project Global.canvas.selection.transform_content_confirm() project.undos += 1 project.undo_redo.create_action("Center Frames") for frame in indices: # Find used rect of the current frame (across all of the layers) var used_rect := Rect2i() for cel in project.frames[frame].cels: if not cel is PixelCel: continue var cel_rect := cel.get_image().get_used_rect() if cel_rect.has_area(): used_rect = used_rect.merge(cel_rect) if used_rect.has_area() else cel_rect if not used_rect.has_area(): continue # Now apply centering var offset: Vector2i = (0.5 * (project.size - used_rect.size)).floor() for cel in project.frames[frame].cels: if not cel is PixelCel: continue var sprite := Image.create(project.size.x, project.size.y, false, Image.FORMAT_RGBA8) sprite.blend_rect(cel.image, used_rect, offset) project.undo_redo.add_do_property(cel.image, "data", sprite.data) project.undo_redo.add_undo_property(cel.image, "data", cel.image.data) project.undo_redo.add_undo_method(Global.undo_or_redo.bind(true)) project.undo_redo.add_do_method(Global.undo_or_redo.bind(false)) project.undo_redo.commit_action() func crop_image() -> void: Global.canvas.selection.transform_content_confirm() var used_rect := Rect2i() for f in Global.current_project.frames: for cel in f.cels: if not cel is PixelCel: continue var cel_used_rect := cel.get_image().get_used_rect() if cel_used_rect == Rect2i(0, 0, 0, 0): # If the cel has no content continue if used_rect == Rect2i(0, 0, 0, 0): # If we still haven't found the first cel with content used_rect = cel_used_rect else: used_rect = used_rect.merge(cel_used_rect) # If no layer has any content, just return if used_rect == Rect2i(0, 0, 0, 0): return var width := used_rect.size.x var height := used_rect.size.y general_do_scale(width, height) # Loop through all the cels to crop them for f in Global.current_project.frames: for cel in f.cels: if not cel is PixelCel: continue var sprite := cel.get_image().get_region(used_rect) Global.current_project.undo_redo.add_do_property(cel.image, "data", sprite.data) Global.current_project.undo_redo.add_undo_property(cel.image, "data", cel.image.data) general_undo_scale() func resize_canvas(width: int, height: int, offset_x: int, offset_y: int) -> void: general_do_scale(width, height) for f in Global.current_project.frames: for c in f.cels: if not c is PixelCel: continue var sprite := Image.create(width, height, false, Image.FORMAT_RGBA8) sprite.blend_rect( c.get_image(), Rect2i(Vector2i.ZERO, Global.current_project.size), Vector2i(offset_x, offset_y) ) Global.current_project.undo_redo.add_do_property(c.image, "data", sprite.data) Global.current_project.undo_redo.add_undo_property(c.image, "data", c.image.data) general_undo_scale() func general_do_scale(width: int, height: int) -> void: var project := Global.current_project var size := Vector2i(width, height) var x_ratio := float(project.size.x) / width var y_ratio := float(project.size.y) / height var selection_map_copy := SelectionMap.new() selection_map_copy.copy_from(project.selection_map) selection_map_copy.crop(size.x, size.y) var new_x_symmetry_point := project.x_symmetry_point / x_ratio var new_y_symmetry_point := project.y_symmetry_point / y_ratio var new_x_symmetry_axis_points := project.x_symmetry_axis.points var new_y_symmetry_axis_points := project.y_symmetry_axis.points new_x_symmetry_axis_points[0].y /= y_ratio new_x_symmetry_axis_points[1].y /= y_ratio new_y_symmetry_axis_points[0].x /= x_ratio new_y_symmetry_axis_points[1].x /= x_ratio project.undos += 1 project.undo_redo.create_action("Scale") project.undo_redo.add_do_property(project, "size", size) project.undo_redo.add_do_property(project, "selection_map", selection_map_copy) project.undo_redo.add_do_property(project, "x_symmetry_point", new_x_symmetry_point) project.undo_redo.add_do_property(project, "y_symmetry_point", new_y_symmetry_point) project.undo_redo.add_do_property(project.x_symmetry_axis, "points", new_x_symmetry_axis_points) project.undo_redo.add_do_property(project.y_symmetry_axis, "points", new_y_symmetry_axis_points) func general_undo_scale() -> void: var project := Global.current_project project.undo_redo.add_undo_property(project, "size", project.size) project.undo_redo.add_undo_property(project, "selection_map", project.selection_map) project.undo_redo.add_undo_property(project, "x_symmetry_point", project.x_symmetry_point) project.undo_redo.add_undo_property(project, "y_symmetry_point", project.y_symmetry_point) project.undo_redo.add_undo_property( project.x_symmetry_axis, "points", project.x_symmetry_axis.points ) project.undo_redo.add_undo_property( project.y_symmetry_axis, "points", project.y_symmetry_axis.points ) project.undo_redo.add_undo_method(Global.undo_or_redo.bind(true)) project.undo_redo.add_do_method(Global.undo_or_redo.bind(false)) project.undo_redo.commit_action()