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libopenshot/include/KeyFrame.h

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5.5 KiB
C++

/**
* @file
* @brief Header file for the Keyframe class
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @section LICENSE
*
* Copyright (c) 2008-2013 OpenShot Studios, LLC
* (http://www.openshotstudios.com). This file is part of
* OpenShot Library (http://www.openshot.org), an open-source project
* dedicated to delivering high quality video editing and animation solutions
* to the world.
*
* OpenShot Library is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenShot Library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef OPENSHOT_KEYFRAME_H
#define OPENSHOT_KEYFRAME_H
#include <iostream>
#include <math.h>
#include <assert.h>
#include <vector>
#include "Exceptions.h"
#include "Fraction.h"
#include "Coordinate.h"
#include "Point.h"
#include "Json.h"
using namespace std;
using namespace openshot;
namespace openshot {
/**
* @brief A Keyframe is a collection of Point instances, which is used to vary a number or property over time.
*
* Keyframes are used to animate and interpolate values of properties over time. For example, a single property
* can use a Keyframe instead of a constant value. Assume you want to slide an image (from left to right) over
* a video. You can create a Keyframe which will adjust the X value of the image over 100 frames (or however many
* frames the animation needs to last) from the value of 0 to 640.
*
* Please see the following <b>Example Code</b>:
* \code
* Keyframe k1;
* k1.AddPoint(Point(1,0));
* k1.AddPoint(Point(100,640));
*
* kf.PrintValues();
* \endcode
*/
class Keyframe {
private:
bool needs_update;
double FactorialLookup[4];
/*
* Because points can be added in any order, we need to reorder them
* in ascending order based on the point.co.X value. This simplifies
* processing the curve, due to all the points going from left to right.
*/
void ReorderPoints();
// Process an individual segment
void ProcessSegment(int Segment, Point p1, Point p2);
// create lookup table for fast factorial calculation
void CreateFactorialTable();
// Get a factorial for a coordinate
double Factorial(int n);
// Calculate the factorial function for Bernstein basis
double Ni(int n, int i);
// Calculate Bernstein Basis
double Bernstein(int n, int i, double t);
public:
vector<Point> Points; ///< Vector of all Points
vector<Coordinate> Values; ///< Vector of all Values (i.e. the processed coordinates from the curve)
float Auto_Handle_Percentage; ///< Percentage the left and right handles should be adjusted to, to create a smooth curve
/// Default constructor for the Keyframe class
Keyframe();
/// Constructor which sets the default point & coordinate at X=0
Keyframe(float value);
/// Add a new point on the key-frame. Each point has a primary coordinate, a left handle, and a right handle.
void AddPoint(Point p);
/// Add a new point on the key-frame, with some defaults set (BEZIER, AUTO Handles, etc...)
void AddPoint(float x, float y);
/// Add a new point on the key-frame, with a specific interpolation type
void AddPoint(float x, float y, InterpolationType interpolate);
/// Set the handles, used for smooth curves. The handles are based on the surrounding points.
void SetHandles(Point current);
/// Get the index of a point by matching a coordinate
int FindIndex(Point p) throw(OutOfBoundsPoint);
/// Get the value at a specific index
float GetValue(int index);
/// Get the rounded INT value at a specific index
int GetInt(int index);
/// Get the fraction that represents how many times this value is repeated in the curve
Fraction GetRepeatFraction(int index);
/// Get the change in Y value (from the previous Y value)
float GetDelta(int index);
/// Get a point at a specific index
Point& GetPoint(int index) throw(OutOfBoundsPoint);
// Get the number of values (i.e. coordinates on the X axis)
int GetLength();
/// Get the direction of the curve at a specific index (increasing or decreasing)
bool IsIncreasing(int index);
/// Get and Set JSON methods
string Json(); ///< Generate JSON string of this object
Json::Value JsonValue(); ///< Generate Json::JsonValue for this object
void Json(string value) throw(InvalidJSON); ///< Load JSON string into this object
void Json(Json::Value root); ///< Load Json::JsonValue into this object
/**
* @brief Calculate all of the values for this keyframe.
*
* This clears any existing data in the "values" vector. This method is automatically called
* by AddPoint(), so you don't typically need to call this method.
*/
void Process();
/// Remove a point by matching a coordinate
void RemovePoint(Point p) throw(OutOfBoundsPoint);
/// Remove a point by index
void RemovePoint(int index) throw(OutOfBoundsPoint);
/// Replace an existing point with a new point
void UpdatePoint(int index, Point p);
/// Print a list of points
void PrintPoints();
/// Print just the Y value of the point's primary coordinate
void PrintValues();
};
}
#endif