375e894038
* Make Frame Processors an extra subspec * Update VisionCamera.podspec * Make optional * Make VisionCamera compile without Skia * Fix * Add skia again * Update VisionCamera.podspec * Make VisionCamera build without Frame Processors * Rename error to `system/frame-processors-unavailable` * Fix Frame Processor returning early * Remove `preset`, FP partial rewrite * Only warn on frame drop * Fix wrong queue * fix: Run on CameraQueue again * Update CameraView.swift * fix: Activate audio session asynchronously on audio queue * Update CameraView+RecordVideo.swift * Update PreviewView.h * Cleanups * Cleanup * fix cast * feat: Add LiDAR Depth Camera support * Upgrade Ruby * Add vector icons type * Update Gemfile.lock * fix: Stop queues on deinit * Also load `builtInTrueDepthCamera` * Update CameraViewManager.swift * Update SkImageHelpers.mm * Extract FrameProcessorCallback to FrameProcessor Holds more context now :) * Rename to .m * fix: Add `RCTLog` import * Create SkiaFrameProcessor * Update CameraBridge.h * Call Frame Processor * Fix defines * fix: Allow deleting callback funcs * fix Skia build * batch * Just call `setSkiaFrameProcessor` * Rewrite in Swift * Pass `SkiaRenderer` * Fix Import * Move `PreviewView` to Swift * Fix Layer * Set Skia Canvas to Frame Host Object * Make `DrawableFrameHostObject` subclass * Fix TS types * Use same MTLDevice and apply scale * Make getter * Extract `setTorch` and `Preview` * fix: Fix nil metal device * Don't wait for session stop in deinit * Use main pixel ratio * Use unique_ptr for Render Contexts * fix: Fix SkiaPreviewDisplayLink broken after deinit * inline `getTextureCache` * Update CameraPage.tsx * chore: Format iOS * perf: Allow MTLLayer to be optimized for only frame buffers * Add RN Video types * fix: Fix Frame Processors if guard * Find nodeModules recursively * Create `Frame.isDrawable` * Add `cocoapods-check` dependency
98 lines
3.6 KiB
Swift
98 lines
3.6 KiB
Swift
//
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// CameraView+focus.swift
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// mrousavy
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//
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// Created by Marc Rousavy on 19.02.21.
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// Copyright © 2021 mrousavy. All rights reserved.
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//
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import Foundation
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extension CameraView {
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private func rotateFrameSize(frameSize: CGSize, orientation: UIInterfaceOrientation) -> CGSize {
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switch orientation {
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case .portrait, .portraitUpsideDown, .unknown:
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// swap width and height since the input orientation is rotated
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return CGSize(width: frameSize.height, height: frameSize.width)
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case .landscapeLeft, .landscapeRight:
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// is same as camera sensor orientation
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return frameSize
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@unknown default:
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return frameSize
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}
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}
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/// Converts a Point in the UI View Layer to a Point in the Camera Frame coordinate system
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private func convertLayerPointToFramePoint(layerPoint point: CGPoint) -> CGPoint {
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guard let previewView = previewView else {
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invokeOnError(.session(.cameraNotReady))
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return .zero
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}
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guard let videoDeviceInput = videoDeviceInput else {
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invokeOnError(.session(.cameraNotReady))
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return .zero
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}
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guard let viewScale = window?.screen.scale else {
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invokeOnError(.unknown(message: "View has no parent Window!"))
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return .zero
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}
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let frameSize = rotateFrameSize(frameSize: videoDeviceInput.device.activeFormat.videoDimensions,
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orientation: outputOrientation)
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let viewSize = CGSize(width: previewView.bounds.width * viewScale,
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height: previewView.bounds.height * viewScale)
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let scale = min(frameSize.width / viewSize.width, frameSize.height / viewSize.height)
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let scaledViewSize = CGSize(width: viewSize.width * scale, height: viewSize.height * scale)
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let overlapX = scaledViewSize.width - frameSize.width
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let overlapY = scaledViewSize.height - frameSize.height
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let scaledPoint = CGPoint(x: point.x * scale, y: point.y * scale)
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return CGPoint(x: scaledPoint.x - (overlapX / 2), y: scaledPoint.y - (overlapY / 2))
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}
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/// Converts a Point in the UI View Layer to a Point in the Camera Device Sensor coordinate system (x: [0..1], y: [0..1])
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private func captureDevicePointConverted(fromLayerPoint pointInLayer: CGPoint) -> CGPoint {
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guard let videoDeviceInput = videoDeviceInput else {
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invokeOnError(.session(.cameraNotReady))
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return .zero
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}
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let frameSize = rotateFrameSize(frameSize: videoDeviceInput.device.activeFormat.videoDimensions,
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orientation: outputOrientation)
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let pointInFrame = convertLayerPointToFramePoint(layerPoint: pointInLayer)
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return CGPoint(x: pointInFrame.x / frameSize.width, y: pointInFrame.y / frameSize.height)
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}
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func focus(point: CGPoint, promise: Promise) {
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withPromise(promise) {
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guard let device = self.videoDeviceInput?.device else {
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throw CameraError.session(SessionError.cameraNotReady)
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}
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if !device.isFocusPointOfInterestSupported {
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throw CameraError.device(DeviceError.focusNotSupported)
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}
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// in {0..1} system
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let normalizedPoint = captureDevicePointConverted(fromLayerPoint: point)
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do {
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try device.lockForConfiguration()
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device.focusPointOfInterest = normalizedPoint
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device.focusMode = .continuousAutoFocus
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if device.isExposurePointOfInterestSupported {
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device.exposurePointOfInterest = normalizedPoint
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device.exposureMode = .continuousAutoExposure
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}
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device.unlockForConfiguration()
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return nil
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} catch {
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throw CameraError.device(DeviceError.configureError)
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}
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}
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}
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}
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