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export function applyCameraAt
— line 159
This file
Number 10.49
Position 49 of 76
Type TypeScript
Size 7 KB
Lines 200 source/src/motion/ track.ts
TypeScript · 200 lines · 7 KB
{
6 id : string ;
7 time : number ;
8 position : V3 ;
9 target : V3 ;
10 quaternion : Q4 ;
11 fov : number ;
12 zoom : number ;
13 roll : number ;
14 ease : "flow" | "linear" | "ease-in-out" ;
15 };
16 export type CameraTrack = {
17 version : 1 ;
18 name : string ;
19 orientation : "target" | "free" ;
20 anchorSpace : "world" | "local" ;
21 objectMotion : "existing" | "stationary" ;
22 keys : CameraKey [];
23 };
24 export const emptyTrack = () : CameraTrack => ({
25 version: 1 ,
26 name: "Untitled shot" ,
27 orientation: "target" ,
28 anchorSpace: "local" ,
29 objectMotion: "existing" ,
30 keys: [],
31 });
32 export function parseTrack ( input : unknown ) : CameraTrack {
33 if (input == null || input === "" ) return emptyTrack ();
34 const v : any = typeof input === "string" ? JSON . parse (input) : input;
35 if (v?.version !== 1 || ! Array. isArray (v.keys) || v.keys. length > 64 )
36 throw Error ( "Camera track must be version 1 with at most 64 keys." );
37 const pick = ( x : any , choices : string [], name : string ) => {
38 if ( ! choices. includes (x)) throw Error ( "Invalid " + name);
39 return x;
40 };
41 const number = ( x : any , a : number , b : number , name : string ) => {
42 if ( typeof x !== "number" || ! Number. isFinite (x) || x < a || x > b)
43 throw Error ( "Invalid " + name);
44 return x;
45 };
46 const vector = ( x : any , n : number , name : string ) => {
47 if ( ! Array. isArray (x) || x. length !== n) throw Error ( "Invalid " + name);
48 return x. map (( y ) => number (y, - 10000 , 10000 , name));
49 };
50 const track : CameraTrack = {
51 version: 1 ,
52 name: String (v.name || "Untitled shot" ). slice ( 0 , 100 ),
53 orientation: pick (v.orientation, [ "target" , "free" ], "orientation" ) as any ,
54 anchorSpace: pick (v.anchorSpace, [ "world" , "local" ], "anchor space" ) as any ,
55 objectMotion: pick (v.objectMotion, [ "existing" , "stationary" ], "object motion" ) as any ,
56 keys: v.keys
57 . map (( k : any ) => {
58 const q = vector (k.quaternion, 4 , "quaternion" ) as Q4 ;
59 if (Math. abs (Math. hypot ( ... q) - 1 ) > 0.001 )
60 throw Error ( "Camera quaternion must be normalized." );
61 return {
62 id: String (k.id). slice ( 0 , 100 ),
63 time: number (k.time, 0 , 120 , "key time" ),
64 position: vector (k.position, 3 , "position" ) as V3 ,
65 target: vector (k.target, 3 , "target" ) as V3 ,
66 quaternion: q,
67 fov: number (k.fov, 5 , 120 , "FOV" ),
68 zoom: number (k.zoom, 0.1 , 10 , "zoom" ),
69 roll: number (k.roll, - 720 , 720 , "roll" ),
70 ease: pick (k.ease, [ "flow" , "linear" , "ease-in-out" ], "ease" ) as any ,
71 };
72 })
73 . sort (( a : CameraKey , b : CameraKey ) => a.time - b.time),
74 };
75 const ids = new Set ();
76 for ( let i = 0 ; i < track.keys. length ; i ++ ) {
77 const k = track.keys[i];
78 if ( ! k.id || ids. has (k.id)) throw Error ( "Camera key IDs must be unique." );
79 ids. add (k.id);
80 if (i && k.time - track.keys[i - 1 ].time < 1 / 240 )
81 throw Error ( "Camera keys need distinct times (at least 1/240 second apart)." );
82 }
83 return track;
84 }
85 export function baselineCamera () {
86 const c = new THREE . PerspectiveCamera ( 29.5 , 16 / 9 , 0.5 , 80 );
87 c.position. set ( 0 , 1.2 , 13.45 );
88 c. lookAt ( 0 , 0.05 , 0 );
89 c. updateMatrixWorld ();
90 return c;
91 }
92 export function cameraAt ( track : CameraTrack , t : number , targetMatrix = new THREE . Matrix4 ()) {
93 const keys = track.keys;
94 if ( ! keys. length ) {
95 const c = baselineCamera ();
96 return {
97 position: c.position,
98 quaternion: c.quaternion,
99 target: new THREE . Vector3 ( 0 , 0.05 , 0 ),
100 fov: 29.5 ,
101 zoom: 1 ,
102 roll: 0 ,
103 };
104 }
105 t = Math. max (keys[ 0 ].time, Math. min (keys. at ( - 1 ) ! .time, t));
106 let i = 0 ;
107 while (i < keys. length - 2 && keys[i + 1 ].time < t) i ++ ;
108 const a = keys[i],
109 b = keys[Math. min (i + 1 , keys. length - 1 )],
110 span = b.time - a.time;
111 const raw = span > 0 ? (t - a.time) / span : 0 ,
112 u = a.ease === "ease-in-out" ? raw * raw * ( 3 - 2 * raw) : raw;
113 const interp = ( get : ( k : CameraKey ) => number ) => {
114 if ( ! span) return get (a);
115 if (a.ease !== "flow" ) return THREE .MathUtils. lerp ( get (a), get (b), u);
116 const prev = keys[Math. max ( 0 , i - 1 )],
117 next = keys[Math. min (keys. length - 1 , i + 2 )];
118 const m0 = ( get (b) - get (prev)) / Math. max (b.time - prev.time, 1e-6 ),
119 m1 = ( get (next) - get (a)) / Math. max (next.time - a.time, 1e-6 );
120 return (
121 ( 2 * u ** 3 - 3 * u * u + 1 ) * get (a) +
122 (u ** 3 - 2 * u * u + u) * span * m0 +
123 ( - 2 * u ** 3 + 3 * u * u) * get (b) +
124 (u ** 3 - u * u) * span * m1
125 );
126 };
127 const position = new THREE . Vector3 ( ... ([ 0 , 1 , 2 ]. map (( j ) => interp (( k ) => k.position[j])) as V3 ));
128 const target = new THREE . Vector3 ( ... ([ 0 , 1 , 2 ]. map (( j ) => interp (( k ) => k.target[j])) as V3 ));
129 if (track.anchorSpace === "local" ) target. applyMatrix4 (targetMatrix);
130 const quaternion =
131 track.orientation === "target"
132 ? new THREE . Quaternion (). setFromRotationMatrix (
133 new THREE . Matrix4 (). lookAt (position, target, new THREE . Vector3 ( 0 , 1 , 0 )),
134 )
135 : new THREE . Quaternion ( ... a.quaternion). slerp ( new THREE . Quaternion ( ... b.quaternion), u);
136 quaternion. multiply (
137 new THREE . Quaternion (). setFromAxisAngle (
138 new THREE . Vector3 ( 0 , 0 , 1 ),
139 THREE .MathUtils. degToRad ( interp (( k ) => k.roll)),
140 ),
141 );
142 return {
143 position,
144 quaternion,
145 target,
146 roll: interp (( k ) => k.roll),
147 fov: THREE .MathUtils. clamp (
148 interp (( k ) => k.fov),
149 5 ,
150 120 ,
151 ),
152 zoom: THREE .MathUtils. clamp (
153 interp (( k ) => k.zoom),
154 0.1 ,
155 10 ,
156 ),
157 };
158 }
159 export function applyCameraAt (
160 camera : THREE . PerspectiveCamera ,
161 track : CameraTrack ,
162 t : number ,
163 targetMatrix : THREE . Matrix4 ,
164 focus : THREE . Vector3 ,
165 ) {
166 const state = cameraAt (track, t, targetMatrix);
167 camera.position. copy (state.position);
168 camera.quaternion. copy (state.quaternion);
169 camera.fov = state.fov;
170 camera.zoom = state.zoom;
171 camera. updateProjectionMatrix ();
172 camera. updateMatrixWorld ( true );
173 focus. copy (state.target);
174 return state;
175 }
176 export class ShotHistory {
177 private past : string [] = [];
178 private future : string [] = [];
179 constructor ( public track : CameraTrack = emptyTrack ()) {}
180 commit ( next : CameraTrack ) {
181 next = parseTrack (next);
182 if ( JSON . stringify (next) === JSON . stringify ( this .track)) return ;
183 this .past. push ( JSON . stringify ( this .track));
184 if ( this .past. length > 100 ) this .past. shift ();
185 this .future = [];
186 this .track = next;
187 }
188 undo () {
189 if ( this .past. length ) {
190 this .future. push ( JSON . stringify ( this .track));
191 this .track = parseTrack ( this .past. pop () ! );
192 }
193 }
194 redo () {
195 if ( this .future. length ) {
196 this .past. push ( JSON . stringify ( this .track));
197 this .track = parseTrack ( this .future. pop () ! );
198 }
199 }
200 }