#include "maskautos.h"
#include "maskengine.h"
#include "mutex.h"
+#include "track.h"
#include "transportque.inc"
#include "vframe.h"
point_sets.remove_all_objects();
}
-int MaskEngine::points_equivalent(ArrayList<MaskPoint*> *new_points,
- ArrayList<MaskPoint*> *points)
+int MaskEngine::points_equivalent(MaskPoints *new_points,
+ MaskPoints *points)
{
//printf("MaskEngine::points_equivalent %d %d\n", new_points->total, points->total);
if( new_points->total != points->total ) return 0;
return 1;
}
-void MaskEngine::draw_edge(MaskEdge &edge, MaskPointSet &points)
-{
- if( points.size() < 2 ) return;
- edge.remove_all();
- for( int i=0; i<points.size(); ++i ) {
- MaskPoint *ap = points[i];
- MaskPoint *bp = (i>=points.size()-1) ?
- points[0] : points[i+1];
- int segments = 0;
- if( ap->control_x2 == 0 && ap->control_y2 == 0 &&
- bp->control_x1 == 0 && bp->control_y1 == 0 )
- segments = 1;
- float x0 = ap->x, y0 = ap->y;
- float x1 = ap->x + ap->control_x2;
- float y1 = ap->y + ap->control_y2;
- float x2 = bp->x + bp->control_x1;
- float y2 = bp->y + bp->control_y1;
- float x3 = bp->x, y3 = bp->y;
-
-// from Playback3D::do_mask_sync
- float cx3 = - x0 + 3*x1 - 3*x2 + x3;
- float cx2 = 3*x0 - 6*x1 + 3*x2;
- float cx1 = -3*x0 + 3*x1;
- float cx0 = x0;
-
- float cy3 = - y0 + 3*y1 - 3*y2 + y3;
- float cy2 = 3*y0 - 6*y1 + 3*y2;
- float cy1 = -3*y0 + 3*y1;
- float cy0 = y0;
-
- if( segments == 0 ) {
- float maxaccel1 = fabs(2*cy2) + fabs(6*cy3);
- float maxaccel2 = fabs(2*cx2) + fabs(6*cx3);
- float maxaccel = maxaccel1 > maxaccel2 ? maxaccel1 : maxaccel2;
- float h = 1.0;
- if( maxaccel > 8.0 ) h = sqrt((8.0) / maxaccel);
- segments = int(1/h);
- }
-
- for( int j = 0; j <= segments; ++j ) {
- float t = (float)j / segments;
- float x = cx0 + t*(cx1 + t*(cx2 + t*cx3));
- float y = cy0 + t*(cy1 + t*(cy2 + t*cy3));
- edge.append(x, y);
- }
- }
-}
-
void MaskEngine::do_mask(VFrame *output,
int64_t start_position_project,
MaskAutos *keyframe_set,
if( new_fader != faders[i] ) { recalculate = 1; break; }
float new_feather = keyframe_set->get_feather(start_position_project, i, PLAY_FORWARD);
if( new_feather != feathers[i] ) { recalculate = 1; break; }
- ArrayList<MaskPoint*> new_points;
+ MaskPoints new_points;
keyframe_set->get_points(&new_points, i,
start_position_project, PLAY_FORWARD);
if( !points_equivalent(&new_points, point_sets[i]) )
recalculate = 1;
- new_points.remove_all_objects();
}
if( recalculate ) {
for( int i = 0; i < point_sets.total; i++ ) {
- ArrayList<MaskPoint*> *points = point_sets[i];
+ MaskPoints *points = point_sets[i];
points->remove_all_objects();
}
point_sets.remove_all_objects();
feathers.remove_all();
fade[0] = 0;
+ int show_mask = keyframe_set->track->masks;
for( int i=0; i<total_submasks; ++i ) {
float fader = keyframe_set->get_fader(start_position_project, i, PLAY_FORWARD);
float v = fader / 100;
fade[i+1] = t;
float feather = keyframe_set->get_feather(start_position_project, i, PLAY_FORWARD);
feathers.append(feather);
- MaskPointSet *new_points = new MaskPointSet();
+ MaskPoints *new_points = new MaskPoints();
keyframe_set->get_points(new_points, i, start_position_project, PLAY_FORWARD);
point_sets.append(new_points);
- draw_edge(*edges.append(new MaskEdge()), *new_points);
+ MaskEdge *edge = edges.append(new MaskEdge());
+ if( !((show_mask>>i) & 1) ) continue;
+ edge->load(*new_points, 0);
}
// draw mask
if( !mask ) mask = new VFrame(mask_w, mask_h, mask_model, 0);