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Initial Commit
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import math
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from .base import LottieObject, LottieProp, LottieEnum
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from .properties import MultiDimensional, Value, NVector, ShapeProperty, PositionValue
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## @ingroup Lottie
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class Transform(LottieObject):
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"""!
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Layer transform
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"""
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_props = [
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LottieProp("anchor_point", "a", MultiDimensional, False),
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LottieProp("position", "p", PositionValue, False),
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LottieProp("scale", "s", MultiDimensional, False),
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LottieProp("rotation", "r", Value, False),
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LottieProp("opacity", "o", Value, False),
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#LottieProp("position_x", "px", Value, False),
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#LottieProp("position_y", "py", Value, False),
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#LottieProp("position_z", "pz", Value, False),
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LottieProp("skew", "sk", Value, False),
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LottieProp("skew_axis", "sa", Value, False),
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]
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def __init__(self):
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## Transform Anchor Point
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self.anchor_point = MultiDimensional(NVector(0, 0))
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## Transform Position
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self.position = PositionValue(NVector(0, 0))
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## Transform Scale
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self.scale = MultiDimensional(NVector(100, 100))
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## Transform Rotation
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self.rotation = Value(0)
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## Transform Opacity
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self.opacity = Value(100)
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"""
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# Transform Position X
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#self.position_x = Value()
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## Transform Position Y
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#self.position_y = Value()
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## Transform Position Z
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#self.position_z = Value()
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"""
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## Transform Skew
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self.skew = Value(0)
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## Transform Skew Axis.
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## An angle, if 0 skews on the X axis, if 90 skews on the Y axis
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self.skew_axis = Value(0)
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def to_matrix(self, time, auto_orient=False):
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from ..utils.transform import TransformMatrix
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mat = TransformMatrix()
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anchor = self.anchor_point.get_value(time) if self.anchor_point else NVector(0, 0)
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mat.translate(-anchor.x, -anchor.y)
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scale = self.scale.get_value(time) if self.scale else NVector(100, 100)
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mat.scale(scale.x / 100, scale.y / 100)
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skew = (self.skew.get_value(time) * math.pi / 180) if self.skew else 0
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if skew != 0:
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axis = (self.skew_axis.get_value(time) * math.pi / 180) if self.skew_axis else 0
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mat.skew_from_axis(-skew, axis)
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rot = (self.rotation.get_value(time) * math.pi / 180) if self.rotation else 0
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if rot:
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mat.rotate(-rot)
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if auto_orient:
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if self.position and self.position.animated:
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ao_angle = self.position.get_tangent_angle(time)
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mat.rotate(-ao_angle)
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pos = self.position.get_value(time) if self.position else NVector(0, 0)
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mat.translate(pos.x, pos.y)
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return mat
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## @ingroup Lottie
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class MaskMode(LottieEnum):
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"""!
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How masks interact with each other
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@see https://helpx.adobe.com/after-effects/using/alpha-channels-masks-mattes.html
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"""
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No = "n"
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Add = "a"
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Subtract = "s"
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Intersect = "i"
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## @note Not in lottie web
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Lightent = "l"
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## @note Not in lottie web
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Darken = "d"
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## @note Not in lottie web
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Difference = "f"
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## @ingroup Lottie
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## @todo Implement SVG/SIF I/O
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class Mask(LottieObject):
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_props = [
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LottieProp("inverted", "inv", bool, False),
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LottieProp("name", "nm", str, False),
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LottieProp("shape", "pt", ShapeProperty, False),
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LottieProp("opacity", "o", Value, False),
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LottieProp("mode", "mode", MaskMode, False),
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LottieProp("dilate", "x", Value, False),
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]
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def __init__(self, bezier=None):
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## Inverted Mask flag
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self.inverted = False
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## Mask name. Used for expressions and effects.
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self.name = None
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## Mask vertices
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self.shape = ShapeProperty(bezier)
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## Mask opacity.
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self.opacity = Value(100)
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## Mask mode. Not all mask types are supported.
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self.mode = MaskMode.Intersect
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self.dilate = Value(0)
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def __str__(self):
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return self.name or super().__str__()
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