/* * Copyright 2020 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "modules/skottie/src/Camera.h" #include "modules/skottie/src/SkottieJson.h" #include "modules/skottie/src/SkottiePriv.h" #include "modules/sksg/include/SkSGTransform.h" namespace skottie { namespace internal { namespace { SkM44 ComputeCameraMatrix(const SkV3& position, const SkV3& poi, const SkV3& rotation, const SkSize& viewport_size, float zoom) { // Initial camera vector. const auto cam_t = SkM44::Rotate({0, 0, 1}, SkDegreesToRadians(-rotation.z)) * SkM44::Rotate({0, 1, 0}, SkDegreesToRadians( rotation.y)) * SkM44::Rotate({1, 0, 0}, SkDegreesToRadians( rotation.x)) * SkM44::LookAt({ position.x, position.y, -position.z }, { poi.x, poi.y, poi.z }, { 0, 1, 0 }) * SkM44::Scale(1, 1, -1); // View parameters: // // * size -> composition size (TODO: AE seems to base it on width only?) // * distance -> "zoom" camera attribute // const auto view_size = std::max(viewport_size.width(), viewport_size.height()), view_distance = zoom, view_angle = std::atan(sk_ieee_float_divide(view_size * 0.5f, view_distance)); const auto persp_t = SkM44::Scale(view_size * 0.5f, view_size * 0.5f, 1) * SkM44::Perspective(0, view_distance, 2 * view_angle); return SkM44::Translate(viewport_size.width() * 0.5f, viewport_size.height() * 0.5f, 0) * persp_t * cam_t; } } // namespace CameraAdaper::CameraAdaper(const skjson::ObjectValue& jlayer, const skjson::ObjectValue& jtransform, const AnimationBuilder& abuilder, const SkSize& viewport_size) : INHERITED(jtransform, abuilder) , fViewportSize(viewport_size) // The presence of an anchor point property ('a') differentiates // one-node vs. two-node cameras. , fType(jtransform["a"].is() ? CameraType::kOneNode : CameraType::kTwoNode) { // 'pe' (perspective?) corresponds to AE's "zoom" camera property. this->bind(abuilder, jlayer["pe"], fZoom); } CameraAdaper::~CameraAdaper() = default; SkM44 CameraAdaper::totalMatrix() const { // Camera parameters: // // * location -> position attribute // * point of interest -> anchor point attribute (two-node camera only) // * orientation -> rotation attribute // const auto position = this->position(); return ComputeCameraMatrix(position, this->poi(position), this->rotation(), fViewportSize, fZoom); } SkV3 CameraAdaper::poi(const SkV3& pos) const { // AE supports two camera types: // // - one-node camera: does not auto-orient, and starts off perpendicular // to the z = 0 plane, facing "forward" (decreasing z). // // - two-node camera: has a point of interest (encoded as the anchor point), // and auto-orients to point in its direction. if (fType == CameraType::kOneNode) { return { pos.x, pos.y, -pos.z - 1}; } const auto ap = this->anchor_point(); return { ap.x, ap.y, -ap.z }; } sk_sp CameraAdaper::DefaultCameraTransform(const SkSize& viewport_size) { const auto center = SkVector::Make(viewport_size.width() * 0.5f, viewport_size.height() * 0.5f); static constexpr float kDefaultAEZoom = 879.13f; const SkV3 pos = { center.fX, center.fY, -kDefaultAEZoom }, poi = { pos.x, pos.y, -pos.z - 1 }, rot = { 0, 0, 0 }; return sksg::Matrix::Make( ComputeCameraMatrix(pos, poi, rot, viewport_size, kDefaultAEZoom)); } sk_sp AnimationBuilder::attachCamera(const skjson::ObjectValue& jlayer, const skjson::ObjectValue& jtransform, sk_sp parent, const SkSize& viewport_size) const { auto adapter = sk_make_sp(jlayer, jtransform, *this, viewport_size); if (adapter->isStatic()) { adapter->seek(0); } else { fCurrentAnimatorScope->push_back(adapter); } return sksg::Transform::MakeConcat(adapter->node(), std::move(parent)); } } // namespace internal } // namespace skottie