effectcraft/crates/render/src/eval.rs

198 lines
8.4 KiB
Rust

//! Property evaluation (keyframes + expressions) and layer transforms.
//!
//! Keyframe times are stored in **layer time** (they move with the layer), so evaluating a
//! property at comp time `t` first maps `t` through the layer's start time and stretch.
use effectcraft_geom::{Mat3, Mat4, Vec3, vec3};
use effectcraft_keyframe::Value;
use effectcraft_project::{Comp, ItemId, Layer, LayerId, LayerSource, Project, PropGroup, Property};
use effectcraft_time::Tick;
/// Expression evaluation hook (implemented by `effectcraft-expr`).
pub trait ExprHost: Send + Sync {
/// Evaluate the expression of `prop` (on `layer`, comp time `t`), given the keyframed value.
fn eval(&self, ctx: &EvalCtx, layer: &Layer, prop: &Property, value: &Value) -> Result<Value, String>;
/// Evaluate a text Expression Selector's Amount expression (on `prop`) for one unit:
/// `textIndex` (1-based), `textTotal` and `selectorValue` (percent, per dimension) are
/// defined. Returns the amount in percent per dimension.
fn eval_text_selector(
&self,
_ctx: &EvalCtx,
_layer: &Layer,
_prop: &Property,
_index: usize,
_total: usize,
_selector: [f64; 3],
) -> Result<[f64; 3], String> {
Err("no expression engine".into())
}
}
#[derive(Clone, Copy)]
pub struct EvalCtx<'a> {
pub project: &'a Project,
pub comp_id: ItemId,
pub comp: &'a Comp,
/// Comp time.
pub time: Tick,
pub expr: Option<&'a dyn ExprHost>,
}
impl<'a> EvalCtx<'a> {
pub fn new(project: &'a Project, comp_id: ItemId, comp: &'a Comp, time: Tick) -> EvalCtx<'a> {
EvalCtx { project, comp_id, comp, time, expr: None }
}
pub fn at(&self, time: Tick) -> EvalCtx<'a> {
EvalCtx { time, ..*self }
}
/// Value of a property at the context time (keyframes, then expression).
pub fn value(&self, layer: &Layer, prop: &Property) -> Value {
// Separated Position reads as the combination of X/Y/Z Position.
if prop.match_id == "position"
&& let Some(tr) = layer.transform()
&& let Some(px) = tr.get("positionX")
&& tr.get("position").is_some_and(|p| p.uid == prop.uid)
{
let z = tr.get("positionZ").map(|p| self.value(layer, p).as_f64()).unwrap_or(0.0);
let y = tr.get("positionY").map(|p| self.value(layer, p).as_f64()).unwrap_or(0.0);
return Value::Vec3([self.value(layer, px).as_f64(), y, z]);
}
let lt = layer.layer_time(self.time);
let v = prop.value_at(lt);
if prop.has_expression()
&& let Some(h) = self.expr
{
return h.eval(self, layer, prop, &v).unwrap_or(v);
}
v
}
pub fn group_value(&self, layer: &Layer, g: &PropGroup, m: &str) -> Option<Value> {
g.get(m).map(|p| self.value(layer, p))
}
pub fn f(&self, layer: &Layer, g: &PropGroup, m: &str, d: f64) -> f64 {
self.group_value(layer, g, m).map(|v| v.as_f64()).unwrap_or(d)
}
pub fn v2(&self, layer: &Layer, g: &PropGroup, m: &str, d: [f64; 2]) -> [f64; 2] {
self.group_value(layer, g, m).map(|v| v.as_vec2()).unwrap_or(d)
}
pub fn v3(&self, layer: &Layer, g: &PropGroup, m: &str, d: [f64; 3]) -> [f64; 3] {
self.group_value(layer, g, m).map(|v| v.as_vec3()).unwrap_or(d)
}
pub fn color(&self, layer: &Layer, g: &PropGroup, m: &str) -> [f32; 4] {
self.group_value(layer, g, m).map(|v| v.as_color()).unwrap_or([1.0; 4])
}
pub fn e(&self, layer: &Layer, g: &PropGroup, m: &str) -> u32 {
self.group_value(layer, g, m).map(|v| v.as_enum()).unwrap_or(0)
}
pub fn b(&self, layer: &Layer, g: &PropGroup, m: &str) -> bool {
self.group_value(layer, g, m).map(|v| v.as_bool()).unwrap_or(false)
}
/// Layer Position, honouring Separate Dimensions (X/Y/Z Position properties).
pub fn position(&self, layer: &Layer, tr: &PropGroup) -> [f64; 3] {
match tr.get("positionX") {
Some(px) => [self.value(layer, px).as_f64(), self.f(layer, tr, "positionY", 0.0), self.f(layer, tr, "positionZ", 0.0)],
None => self.v3(layer, tr, "position", [0.0; 3]),
}
}
/// Source time of a layer at the context time: Time Remap's value when enabled, else the
/// (stretch-aware) layer time.
pub fn source_time(&self, layer: &Layer) -> Tick {
if let Some(tr) = layer.props.get("timeRemap") {
return Tick::from_seconds_f64(self.value(layer, tr).as_f64());
}
layer.layer_time(self.time)
}
pub fn layer(&self, id: LayerId) -> Option<&'a Layer> {
self.comp.layer(id)
}
/// Local (parent-space) transform of a layer.
pub fn local_matrix(&self, layer: &Layer) -> Mat4 {
let Some(tr) = layer.transform() else { return Mat4::IDENTITY };
let three = layer.is_3d();
let pos = self.position(layer, tr);
let rz = self.f(layer, tr, "rotation", 0.0);
if layer.is_camera() || layer.is_light() {
// Children of cameras/lights follow their position and full rotation.
return Mat4::translate(Vec3::from(pos)) * crate::three_d::camera::rig_rotation(self, layer);
}
let anchor = self.v3(layer, tr, "anchor", [0.0; 3]);
let mut scale = self.v3(layer, tr, "scale", [100.0; 3]);
if !three {
scale[2] = 100.0;
let a = Vec3::from([anchor[0], anchor[1], 0.0]);
let p = Vec3::from([pos[0], pos[1], 0.0]);
let rz = rz + crate::three_d::camera::auto_orient_2d(self, layer);
return Mat4::layer_3d(a, p, Vec3::from(scale), Vec3::ZERO, vec3(0.0, 0.0, rz));
}
let rx = self.f(layer, tr, "rotationX", 0.0);
let ry = self.f(layer, tr, "rotationY", 0.0);
let p = Vec3::from(pos);
// Auto-orient (along path / towards camera) replaces Orientation.
let orient = crate::three_d::camera::auto_orient_3d(self, layer, p)
.unwrap_or_else(|| Mat4::orientation(Vec3::from(self.v3(layer, tr, "orientation", [0.0; 3]))));
Mat4::translate(p)
* orient
* Mat4::rotate_z(rz)
* Mat4::rotate_y(ry)
* Mat4::rotate_x(rx)
* Mat4::scale(Vec3::from(scale) / 100.0)
* Mat4::translate(-Vec3::from(anchor))
}
/// Layer space → comp (world) space, including parents.
pub fn world_matrix(&self, layer: &Layer) -> Mat4 {
let mut m = self.local_matrix(layer);
let mut cur = layer.parent;
let mut guard = 0;
while let Some(pid) = cur {
guard += 1;
if guard > 64 {
break;
}
let Some(p) = self.comp.layer(pid) else { break };
m = self.local_matrix(p) * m;
cur = p.parent;
}
m
}
pub fn opacity(&self, layer: &Layer) -> f64 {
layer.transform().map(|tr| self.f(layer, tr, "opacity", 100.0)).unwrap_or(100.0) / 100.0
}
/// The comp's active camera at this time: (view-projection to comp pixels, eye, zoom).
pub fn camera(&self) -> (Mat4, Vec3, f64) {
let c = crate::three_d::active_camera(self);
(c.projection(self.comp.width as f64, self.comp.height as f64), c.eye, c.zoom)
}
/// Layer space → comp pixel space as a 2D projective matrix, plus camera-space depth of the
/// layer's anchor (for 3D sorting). 2D layers ignore the camera.
pub fn layer_to_comp(&self, layer: &Layer) -> (Mat3, f64) {
let world = self.world_matrix(layer);
if layer.is_3d() {
let (cam, _, _) = self.camera();
let full = cam * world;
let anchor = layer.transform().map(|tr| self.v3(layer, tr, "anchor", [0.0; 3])).unwrap_or([0.0; 3]);
let a = world.apply(Vec3::from(anchor));
let depth = cam.0[3][0] * a.x + cam.0[3][1] * a.y + cam.0[3][2] * a.z + cam.0[3][3];
(full.plane_to_mat3(), depth)
} else {
let m = &world.0;
(Mat3([[m[0][0], m[0][1], m[0][3]], [m[1][0], m[1][1], m[1][3]], [0.0, 0.0, 1.0]]), 0.0)
}
}
}
/// Size of a layer's source in layer pixels.
pub fn source_size(project: &Project, layer: &Layer) -> (u32, u32) {
match &layer.source {
LayerSource::Footage { item } | LayerSource::Comp { item } | LayerSource::Solid { item } => {
project.item(*item).and_then(|i| i.dimensions()).unwrap_or((0, 0))
}
LayerSource::Null => (100, 100),
_ => (0, 0),
}
}