import math from typing_extensions import override import comfy.model_management from comfy_api.latest import ComfyExtension, IO from comfy_extras.nodes_gaussian_splat import _lookat_camera_info, _quat_camera_info class CreateCameraInfo(IO.ComfyNode): @classmethod def define_schema(cls): return IO.Schema( node_id="CreateCameraInfo", display_name="Create Camera Info", search_aliases=["camera position", "make camera info", "orbit camera", "look at camera"], category="3d", description="Build a camera_info" "Mode 'orbit' aims with yaw/pitch/distance around the target; " "'look_at' places the camera at world position. Coordinates are the viewer's world space (right-handed,Y-up).", inputs=[ IO.DynamicCombo.Input("mode", options=[ IO.DynamicCombo.Option("orbit", [ IO.Float.Input("yaw", default=35.0, min=-360.0, max=360.0, step=1.0), IO.Float.Input("pitch", default=30.0, min=-89.0, max=89.0, step=1.0), IO.Float.Input("distance", default=4.0, min=0.01, max=1000.0, step=0.01, tooltip="Camera distance from the target."), ]), IO.DynamicCombo.Option("look_at", [ IO.Float.Input("position_x", default=4.0, min=-1000.0, max=1000.0, step=0.01, tooltip="Camera position in world space (right-handed, Y-up)."), IO.Float.Input("position_y", default=4.0, min=-1000.0, max=1000.0, step=0.01), IO.Float.Input("position_z", default=4.0, min=-1000.0, max=1000.0, step=0.01), ]), IO.DynamicCombo.Option("quaternion", [ IO.Float.Input("position_x", default=4.0, min=-1000.0, max=1000.0, step=0.01, tooltip="Camera position in world space (right-handed, Y-up)."), IO.Float.Input("position_y", default=4.0, min=-1000.0, max=1000.0, step=0.01), IO.Float.Input("position_z", default=4.0, min=-1000.0, max=1000.0, step=0.01), IO.Float.Input("quat_x", default=0.0, min=-1.0, max=1.0, step=0.001), IO.Float.Input("quat_y", default=0.0, min=-1.0, max=1.0, step=0.001), IO.Float.Input("quat_z", default=0.0, min=-1.0, max=1.0, step=0.001), IO.Float.Input("quat_w", default=1.0, min=-1.0, max=1.0, step=0.001, tooltip="Camera world-rotation quaternion (three.js: looks down local -Z). Normalized for you."), ]), ], tooltip="How to define the camera: orbit angles, an explicit position, or a position + quaternion."), IO.Float.Input("target_x", default=0.0, min=-1000.0, max=1000.0, step=0.01, advanced=True, tooltip="Look-at point (orbit pivot / aim). In orbit mode, move it to pan/translate the " "whole camera. Ignored in quaternion mode. Defaults to the origin."), IO.Float.Input("target_y", default=0.0, min=-1000.0, max=1000.0, step=0.01, advanced=True), IO.Float.Input("target_z", default=0.0, min=-1000.0, max=1000.0, step=0.01, advanced=True), IO.Float.Input("roll", default=0.0, min=-180.0, max=180.0, step=1.0, tooltip="Camera roll about the view axis, degrees."), IO.Float.Input("fov", default=35.0, min=1.0, max=120.0, step=1.0, tooltip="Vertical field of view in degrees."), IO.Float.Input("zoom", default=1.0, min=0.01, max=100.0, step=0.01, tooltip="Digital zoom (focal-length multiplier). >1 zooms in without moving the camera."), IO.Combo.Input("camera_type", options=["perspective", "orthographic"], tooltip="Projection used by Render Splat: perspective (foreshortening) or orthographic (parallel)."), IO.CameraInfoState.Input("camera_info_state"), ], outputs=[IO.Load3DCamera.Output(display_name="camera_info")], ) @classmethod def execute(cls, mode, target_x, target_y, target_z, roll, fov, zoom=1.0, camera_type="perspective", camera_info_state=None) -> IO.NodeOutput: dev = comfy.model_management.get_torch_device() kind = mode["mode"] if kind == "quaternion": # explicit world position + camera rotation position = [mode["position_x"], mode["position_y"], mode["position_z"]] quat = [mode["quat_x"], mode["quat_y"], mode["quat_z"], mode["quat_w"]] return IO.NodeOutput(_quat_camera_info(position, quat, fov, dev, zoom=zoom, camera_type=camera_type)) target = [target_x, target_y, target_z] # orbit pivot / aim; move it to pan the whole camera if kind == "orbit": # yaw/pitch/distance about the target (world Y-up) y, p = math.radians(mode["yaw"]), math.radians(mode["pitch"]) cy, sy, cp, sp = math.cos(y), math.sin(y), math.cos(p), math.sin(p) d = mode["distance"] position = [target_x + d * cp * sy, target_y + d * sp, target_z + d * cp * cy] else: # look_at: explicit world-space camera position position = [mode["position_x"], mode["position_y"], mode["position_z"]] return IO.NodeOutput(_lookat_camera_info(position, target, fov, dev, zoom=zoom, camera_type=camera_type, roll=roll)) class CameraExtension(ComfyExtension): @override async def get_node_list(self) -> list[type[IO.ComfyNode]]: return [CreateCameraInfo] async def comfy_entrypoint() -> CameraExtension: return CameraExtension()