mirror of
https://github.com/thorvg/thorvg.git
synced 2025-06-13 19:44:28 +00:00
260 lines
7.6 KiB
C++
260 lines
7.6 KiB
C++
/*
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* Copyright (c) 2023 - 2024 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "tvgPaint.h"
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#include "tvgFill.h"
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#include "tvgLottieModel.h"
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/************************************************************************/
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/* Internal Class Implementation */
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/************************************************************************/
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/************************************************************************/
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/* External Class Implementation */
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/************************************************************************/
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LottieImage::~LottieImage()
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{
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free(b64Data);
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free(mimeType);
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if (picture && PP(picture)->unref() == 0) {
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delete(picture);
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}
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}
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void LottieTrimpath::segment(float frameNo, float& start, float& end, LottieExpressions* exps)
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{
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auto s = this->start(frameNo, exps) * 0.01f;
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auto e = this->end(frameNo, exps) * 0.01f;
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auto o = fmodf(this->offset(frameNo, exps), 360.0f) / 360.0f; //0 ~ 1
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auto diff = fabs(s - e);
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if (mathZero(diff)) {
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start = 0.0f;
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end = 0.0f;
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return;
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}
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if (mathEqual(diff, 1.0f) || mathEqual(diff, 2.0f)) {
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start = 0.0f;
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end = 1.0f;
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return;
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}
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s += o;
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e += o;
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auto loop = true;
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//no loop
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if (s > 1.0f && e > 1.0f) loop = false;
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if (s < 0.0f && e < 0.0f) loop = false;
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if (s >= 0.0f && s <= 1.0f && e >= 0.0f && e <= 1.0f) loop = false;
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if (s > 1.0f) s -= 1.0f;
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if (s < 0.0f) s += 1.0f;
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if (e > 1.0f) e -= 1.0f;
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if (e < 0.0f) e += 1.0f;
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if (loop) {
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start = s > e ? s : e;
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end = s < e ? s : e;
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} else {
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start = s < e ? s : e;
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end = s > e ? s : e;
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}
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}
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Fill* LottieGradient::fill(float frameNo, LottieExpressions* exps)
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{
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Fill* fill = nullptr;
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auto s = start(frameNo, exps);
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auto e = end(frameNo, exps);
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//Linear Graident
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if (id == 1) {
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fill = LinearGradient::gen().release();
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static_cast<LinearGradient*>(fill)->linear(s.x, s.y, e.x, e.y);
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}
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//Radial Gradient
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if (id == 2) {
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fill = RadialGradient::gen().release();
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auto w = fabsf(e.x - s.x);
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auto h = fabsf(e.y - s.y);
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auto r = (w > h) ? (w + 0.375f * h) : (h + 0.375f * w);
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auto progress = this->height(frameNo, exps) * 0.01f;
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if (mathZero(progress)) {
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P(static_cast<RadialGradient*>(fill))->radial(s.x, s.y, r, s.x, s.y, 0.0f);
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} else {
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if (mathEqual(progress, 1.0f)) progress = 0.99f;
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auto startAngle = mathRad2Deg(atan2(e.y - s.y, e.x - s.x));
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auto angle = mathDeg2Rad((startAngle + this->angle(frameNo, exps)));
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auto fx = s.x + cos(angle) * progress * r;
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auto fy = s.y + sin(angle) * progress * r;
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// Lottie dosen't have any focal radius concept
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P(static_cast<RadialGradient*>(fill))->radial(s.x, s.y, r, fx, fy, 0.0f);
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}
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}
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if (!fill) return nullptr;
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colorStops(frameNo, fill, exps);
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return fill;
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}
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void LottieGroup::prepare(LottieObject::Type type)
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{
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LottieObject::type = type;
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if (children.count == 0) return;
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size_t strokeCnt = 0;
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size_t fillCnt = 0;
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for (auto c = children.end() - 1; c >= children.begin(); --c) {
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auto child = static_cast<LottieObject*>(*c);
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if (child->type == LottieObject::Type::Trimpath) trimpath = true;
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/* Figure out if this group is a simple path drawing.
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In that case, the rendering context can be sharable with the parent's. */
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if (allowMerge && (child->type == LottieObject::Group || !child->mergeable())) allowMerge = false;
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if (reqFragment) continue;
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/* Figure out if the rendering context should be fragmented.
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Multiple stroking or grouping with a stroking would occur this.
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This fragment resolves the overlapped stroke outlines. */
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if (child->type == LottieObject::Group && !child->mergeable()) {
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if (strokeCnt > 0 || fillCnt > 0) reqFragment = true;
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} else if (child->type == LottieObject::SolidStroke || child->type == LottieObject::GradientStroke) {
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if (strokeCnt > 0) reqFragment = true;
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else ++strokeCnt;
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} else if (child->type == LottieObject::SolidFill || child->type == LottieObject::GradientFill) {
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if (fillCnt > 0) reqFragment = true;
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else ++fillCnt;
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}
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}
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//Reverse the drawing order if this group has a trimpath.
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if (!trimpath) return;
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for (uint32_t i = 0; i < children.count - 1; ) {
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auto child2 = children[i + 1];
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if (!child2->mergeable() || child2->type == LottieObject::Transform) {
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i += 2;
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continue;
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}
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auto child = children[i];
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if (!child->mergeable() || child->type == LottieObject::Transform) {
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i++;
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continue;
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}
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children[i] = child2;
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children[i + 1] = child;
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i++;
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}
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}
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LottieLayer::~LottieLayer()
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{
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if (refId) {
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//No need to free assets children because the Composition owns them.
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children.clear();
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free(refId);
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}
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for (auto m = masks.begin(); m < masks.end(); ++m) {
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delete(*m);
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}
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delete(matte.target);
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delete(transform);
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}
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void LottieLayer::prepare()
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{
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/* if layer is hidden, only useful data is its transform matrix.
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so force it to be a Null Layer and release all resource. */
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if (hidden) {
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type = LottieLayer::Null;
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children.reset();
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return;
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}
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LottieGroup::prepare(LottieObject::Layer);
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}
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float LottieLayer::remap(float frameNo, LottieExpressions* exp)
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{
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if (timeRemap.frames || timeRemap.value) {
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frameNo = comp->frameAtTime(timeRemap(frameNo, exp));
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} else {
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frameNo -= startFrame;
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}
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return (frameNo / timeStretch);
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}
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LottieComposition::~LottieComposition()
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{
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if (!initiated && root) delete(root->scene);
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delete(root);
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free(version);
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free(name);
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//delete interpolators
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for (auto i = interpolators.begin(); i < interpolators.end(); ++i) {
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free((*i)->key);
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free(*i);
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}
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//delete assets
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for (auto a = assets.begin(); a < assets.end(); ++a) {
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delete(*a);
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}
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//delete fonts
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for (auto f = fonts.begin(); f < fonts.end(); ++f) {
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delete(*f);
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}
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//delete slots
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for (auto s = slots.begin(); s < slots.end(); ++s) {
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delete(*s);
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}
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for (auto m = markers.begin(); m < markers.end(); ++m) {
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delete(*m);
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}
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}
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