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authorRichard Antalik <richardantalik@gmail.com>2020-11-03 00:15:52 +0300
committerRichard Antalik <richardantalik@gmail.com>2020-11-03 00:15:52 +0300
commite1665c3d31906aed195bfdc10a4dd7582f31b1f5 (patch)
tree98da1c84116144388be1beb81e762ccaee3b8aab /source/blender/blenlib/intern/math_matrix.c
parent6b3eca661dc2d0791ecf07b94ef51f13c3aa6d25 (diff)
VSE: Media transform redesign
This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
Diffstat (limited to 'source/blender/blenlib/intern/math_matrix.c')
-rw-r--r--source/blender/blenlib/intern/math_matrix.c53
1 files changed, 53 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/math_matrix.c b/source/blender/blenlib/intern/math_matrix.c
index cf6945529f2..9769d2baf9b 100644
--- a/source/blender/blenlib/intern/math_matrix.c
+++ b/source/blender/blenlib/intern/math_matrix.c
@@ -2223,6 +2223,12 @@ void scale_m4_fl(float R[4][4], float scale)
R[3][0] = R[3][1] = R[3][2] = 0.0;
}
+void translate_m3(float mat[3][3], float tx, float ty)
+{
+ mat[2][0] += (tx * mat[0][0] + ty * mat[1][0]);
+ mat[2][1] += (tx * mat[0][1] + ty * mat[1][1]);
+}
+
void translate_m4(float mat[4][4], float Tx, float Ty, float Tz)
{
mat[3][0] += (Tx * mat[0][0] + Ty * mat[1][0] + Tz * mat[2][0]);
@@ -2230,6 +2236,18 @@ void translate_m4(float mat[4][4], float Tx, float Ty, float Tz)
mat[3][2] += (Tx * mat[0][2] + Ty * mat[1][2] + Tz * mat[2][2]);
}
+void rotate_m3(float mat[3][3], const float angle)
+{
+ const float angle_cos = cosf(angle);
+ const float angle_sin = sinf(angle);
+
+ for (int col = 0; col < 3; col++) {
+ float temp = angle_cos * mat[0][col] + angle_sin * mat[1][col];
+ mat[1][col] = -angle_sin * mat[0][col] + angle_cos * mat[1][col];
+ mat[0][col] = temp;
+ }
+}
+
/* TODO: enum for axis? */
/**
* Rotate a matrix in-place.
@@ -2275,6 +2293,12 @@ void rotate_m4(float mat[4][4], const char axis, const float angle)
}
}
+void rescale_m3(float mat[3][3], const float scale[2])
+{
+ mul_v3_fl(mat[0], scale[0]);
+ mul_v3_fl(mat[1], scale[1]);
+}
+
/** Scale a matrix in-place. */
void rescale_m4(float mat[4][4], const float scale[3])
{
@@ -2305,6 +2329,20 @@ void transform_pivot_set_m4(float mat[4][4], const float pivot[3])
mul_m4_m4m4(mat, mat, tmat);
}
+void transform_pivot_set_m3(float mat[3][3], const float pivot[2])
+{
+ float tmat[3][3];
+
+ unit_m3(tmat);
+
+ copy_v2_v2(tmat[2], pivot);
+ mul_m3_m3m3(mat, tmat, mat);
+
+ /* invert the matrix */
+ negate_v2(tmat[2]);
+ mul_m3_m3m3(mat, mat, tmat);
+}
+
void blend_m3_m3m3(float out[3][3],
const float dst[3][3],
const float src[3][3],
@@ -2485,6 +2523,21 @@ bool equals_m4m4(const float mat1[4][4], const float mat2[4][4])
}
/**
+ * Make a 3x3 matrix out of 3 transform components.
+ * Matrices are made in the order: `loc * rot * scale`
+ */
+void loc_rot_size_to_mat3(float R[3][3],
+ const float loc[2],
+ const float angle,
+ const float size[2])
+{
+ unit_m3(R);
+ translate_m3(R, loc[0], loc[1]);
+ rotate_m3(R, angle);
+ rescale_m3(R, size);
+}
+
+/**
* Make a 4x4 matrix out of 3 transform components.
* Matrices are made in the order: `scale * rot * loc`
*/