101 lines
2.6 KiB
C++
101 lines
2.6 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2019 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "transform.h"
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#include <QMatrix4x4>
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#include <QVector2D>
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TransformDistort::TransformDistort()
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{
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position_input_ = new NodeInput("pos_in");
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position_input_->set_data_type(NodeParam::kVec2);
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AddInput(position_input_);
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rotation_input_ = new NodeInput("rot_in");
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rotation_input_->set_data_type(NodeParam::kFloat);
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AddInput(rotation_input_);
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scale_input_ = new NodeInput("scale_in");
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scale_input_->set_data_type(NodeParam::kVec2);
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scale_input_->set_value_at_time(0, QVector2D(100.0f, 100.0f));
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AddInput(scale_input_);
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anchor_input_ = new NodeInput("anchor_in");
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anchor_input_->set_data_type(NodeParam::kVec2);
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AddInput(anchor_input_);
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}
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Node *TransformDistort::copy() const
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{
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return new TransformDistort();
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}
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QString TransformDistort::Name() const
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{
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return tr("Transform");
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}
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QString TransformDistort::id() const
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{
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return "org.olivevideoeditor.Olive.transform";
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}
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QString TransformDistort::Category() const
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{
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return tr("Distort");
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}
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QString TransformDistort::Description() const
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{
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return tr("Apply transformations to position, rotation, and scale.");
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}
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void TransformDistort::Retranslate()
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{
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position_input_->set_name(tr("Position"));
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rotation_input_->set_name(tr("Rotation"));
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scale_input_->set_name(tr("Scale"));
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anchor_input_->set_name(tr("Anchor Point"));
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}
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NodeValueTable TransformDistort::Value(const NodeValueDatabase &value) const
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{
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QMatrix4x4 mat;
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// Position translate
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QVector2D pos = value[position_input_].Get(NodeParam::kVec2).value<QVector2D>();
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mat.translate(pos);
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// Rotation
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mat.rotate(value[rotation_input_].Get(NodeParam::kFloat).toFloat(), 0, 0, 1);
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// Scale
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mat.scale(value[scale_input_].Get(NodeParam::kVec2).value<QVector2D>()*0.01f);
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// Anchor Point
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mat.translate(-value[anchor_input_].Get(NodeParam::kVec2).value<QVector2D>());
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// Push matrix output
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NodeValueTable output;
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output.Push(NodeParam::kMatrix, mat);
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return output;
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}
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