mesh-visual-example.cpp 22.3 KB
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#include <dali-toolkit/dali-toolkit.h>

using namespace Dali;
using namespace Dali::Toolkit;

namespace
{
// Keeps information about each model for access.
struct Model
{
  Control   control;           // Control housing the mesh visual of the model.
  Animation rotationAnimation; // Automatically rotates when left alone.
};

// Files for meshes
const char* const MODEL_FILE_TABLE[] =
  {
    DEMO_MODEL_DIR "Dino.obj",
    DEMO_MODEL_DIR "ToyRobot-Metal.obj",
    DEMO_MODEL_DIR "Toyrobot-Plastic.obj"};

const char* const MATERIAL_FILE_TABLE[] =
  {
    DEMO_MODEL_DIR "Dino.mtl",
    DEMO_MODEL_DIR "ToyRobot-Metal.mtl",
    DEMO_MODEL_DIR "Toyrobot-Plastic.mtl"};

const char* const TEXTURES_PATH(DEMO_IMAGE_DIR "");

// Possible shading modes.
MeshVisual::ShadingMode::Value SHADING_MODE_TABLE[] =
  {
    MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING,
    MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING,
    MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING};

// Button labels.
const char* const PAUSE  = "  ||  ";
const char* const PLAY   = "  >  ";
const char* const FIXED  = "FIXED";
const char* const MANUAL = "MANUAL";
const char* const FRONT  = "FRONT";
const char* const BACK   = "BACK";

// Image urls for the light.
const char* const LIGHT_URL_FRONT = DEMO_IMAGE_DIR "light-icon-front.png";
const char* const LIGHT_URL_BACK  = DEMO_IMAGE_DIR "light-icon-back.png";

const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
const float MODEL_SCALE                    = 0.75f;
const float LIGHT_SCALE                    = 0.15f;
const float BUTTONS_OFFSET_BOTTOM          = 0.08f;
const float BUTTONS_OFFSET_SIDE            = 0.2f;
const int   NUM_MESHES                     = 2;

// Used to identify actors.
const int MODEL_TAG = 0;
const int LIGHT_TAG = 1;
const int LAYER_TAG = 2;

const Vector4 WINDOW_COLOR(211.0f / 255.0f, 211.0f / 255.0f, 211.0f / 255.0f, 1.0f); ///< The color of the window

} // unnamed namespace

class MeshVisualController : public ConnectionTracker
{
public:
  MeshVisualController(Application& application)
  : mApplication(application), //Store handle to the application.
    mModelIndex(1),            //Start with metal robot.
    mShadingModeIndex(0),      //Start with texture and detailed specular lighting.
    mTag(-1),                  //Non-valid default, which will get set to a correct value when used.
    mSelectedModelIndex(-1),   //Non-valid default, which will get set to a correct value when used.
    mPaused(false),            //Animations play by default.
    mLightFixed(true),         //The light is fixed by default.
    mLightFront(true)          //The light is in front by default.
  {
    // Connect to the Application's Init signal
    mApplication.InitSignal().Connect(this, &MeshVisualController::Create);
  }

  ~MeshVisualController()
  {
  }

  // The Init signal is received once (only) during the Application lifetime
  void Create(Application& application)
  {
    // Get a handle to the window
    Window window = application.GetWindow();
    window.SetBackgroundColor(WINDOW_COLOR);

    //Set up root layer to receive touch gestures.
    Layer rootLayer = window.GetRootLayer();
    rootLayer.RegisterProperty("Tag", LAYER_TAG); //Used to differentiate between different kinds of actor.
    rootLayer.TouchedSignal().Connect(this, &MeshVisualController::OnTouch);

    //Place models on the scene.
    SetupModels(rootLayer);

    //Place buttons on the scene.
    SetupButtons(rootLayer);

    //Add a light to the scene.
    SetupLight(rootLayer);

    //Allow for exiting of the application via key presses.
    window.KeyEventSignal().Connect(this, &MeshVisualController::OnKeyEvent);
  }

  //Loads and adds the models to the scene, inside containers for hit detection.
  void SetupModels(Layer layer)
  {
    //Add containers to house each renderer-holding-actor.
    for(int i = 0; i < NUM_MESHES; i++)
    {
      mContainers[i] = Actor::New();
      mContainers[i].SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS);
      mContainers[i].RegisterProperty("Tag", MODEL_TAG);            //Used to differentiate between different kinds of actor.
      mContainers[i].RegisterProperty("Model", Property::Value(i)); //Used to index into the model.
      mContainers[i].TouchedSignal().Connect(this, &MeshVisualController::OnTouch);
      layer.Add(mContainers[i]);
    }

    //Position each container individually on screen

    //Main, central model
    mContainers[0].SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(MODEL_SCALE, MODEL_SCALE, 0.0f));
    mContainers[0].SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
    mContainers[0].SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);

    //Top left model
    mContainers[1].SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f));
    mContainers[1].SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.05, 0.03, 0.5)); //Offset from top left
    mContainers[1].SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);

    //Set up models
    for(int i = 0; i < NUM_MESHES; i++)
    {
      //Create control to display model
      Control control = Control::New();
      control.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
      control.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
      control.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
      mContainers[i].Add(control);

      //Make model spin to demonstrate 3D
      Animation rotationAnimation = Animation::New(15.0f);
      float     spin              = i % 2 == 0 ? 1.0f : -1.0f; //Make actors spin in different directions to better show independence.
      rotationAnimation.AnimateBy(Property(control, Actor::Property::ORIENTATION),
                                  Quaternion(Degree(0.0f), Degree(spin * 360.0f), Degree(0.0f)));
      rotationAnimation.SetLooping(true);
      rotationAnimation.Play();

      //Store model information in corresponding structs.
      mModels[i].control           = control;
      mModels[i].rotationAnimation = rotationAnimation;
    }

    //Calling this sets the model in the controls.
    ReloadModel();
  }

  //Place the various buttons on the bottom of the screen, with title labels where necessary.
  void SetupButtons(Layer layer)
  {
    //Actor for positioning model and shading mode buttons.
    Actor positionActorModel = Actor::New();
    positionActorModel.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5));
    positionActorModel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
    layer.Add(positionActorModel);

    //Create button for model changing.
    PushButton modelButton = Toolkit::PushButton::New();
    modelButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
    modelButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeModelClicked);
    modelButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
    modelButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
    modelButton.SetProperty(Toolkit::Button::Property::LABEL, "Model");
    positionActorModel.Add(modelButton);

    //Create button for shading mode changing.
    PushButton shadingModeButton = Toolkit::PushButton::New();
    shadingModeButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
    shadingModeButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeShadingModeClicked);
    shadingModeButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER);
    shadingModeButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
    shadingModeButton.SetProperty(Toolkit::Button::Property::LABEL, "Shading Mode");
    positionActorModel.Add(shadingModeButton);

    //Text label title for changing model or shading mode.
    TextLabel changeTitleLabel = TextLabel::New("Change");
    changeTitleLabel.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
    changeTitleLabel.SetProperty(TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}");
    changeTitleLabel.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
    changeTitleLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
    modelButton.Add(changeTitleLabel);

    //Create button for pausing animations.
    PushButton pauseButton = Toolkit::PushButton::New();
    pauseButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
    pauseButton.ClickedSignal().Connect(this, &MeshVisualController::OnPauseClicked);
    pauseButton.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.5, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5));
    pauseButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
    pauseButton.SetProperty(Toolkit::Button::Property::LABEL, PAUSE);
    layer.Add(pauseButton);

    //Actor for positioning light position buttons.
    Actor positionActorLight = Actor::New();
    positionActorLight.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(1.0 - BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5));
    positionActorLight.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
    layer.Add(positionActorLight);

    //Create button for switching between manual and fixed light position.
    PushButton lightModeButton = Toolkit::PushButton::New();
    lightModeButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
    lightModeButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeLightModeClicked);
    lightModeButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
    lightModeButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
    lightModeButton.SetProperty(Toolkit::Button::Property::LABEL, FIXED);
    positionActorLight.Add(lightModeButton);

    //Create button for switching between front and back light position.
    PushButton lightSideButton = Toolkit::PushButton::New();
    lightSideButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
    lightSideButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeLightSideClicked);
    lightSideButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER);
    lightSideButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
    lightSideButton.SetProperty(Toolkit::Button::Property::LABEL, FRONT);
    positionActorLight.Add(lightSideButton);

    //Text label title for light position mode.
    TextLabel lightTitleLabel = TextLabel::New("Light Position");
    lightTitleLabel.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
    lightTitleLabel.SetProperty(TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}");
    lightTitleLabel.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
    lightTitleLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
    lightModeButton.Add(lightTitleLabel);
  }

  //Add a point light source the the scene, on a layer above the first.
  void SetupLight(Layer baseLayer)
  {
    //Create control to act as light source of scene.
    mLightSource = Control::New();
    mLightSource.RegisterProperty("Tag", LIGHT_TAG);

    //Set size of control based on screen dimensions.
    Window  window     = mApplication.GetWindow();
    Vector2 windowSize = window.GetSize();
    if(windowSize.width < windowSize.height)
    {
      //Scale to width.
      mLightSource.SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH);
      mLightSource.SetResizePolicy(ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT);
      mLightSource.SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(LIGHT_SCALE, 0.0f, 0.0f));
    }
    else
    {
      //Scale to height.
      mLightSource.SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT);
      mLightSource.SetResizePolicy(ResizePolicy::DIMENSION_DEPENDENCY, Dimension::WIDTH);
      mLightSource.SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(0.0f, LIGHT_SCALE, 0.0f));
    }

    //Set position relative to top left, as the light source property is also relative to the top left.
    mLightSource.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
    mLightSource.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
    mLightSource.SetProperty(Actor::Property::POSITION, Vector2(windowSize.width * 0.85f, windowSize.height * 0.125));

    //Supply an image to represent the light.
    SetLightImage();

    //Connect to touch signal for dragging.
    mLightSource.TouchedSignal().Connect(this, &MeshVisualController::OnTouch);

    //Place the light source on a layer above the base, so that it is rendered above everything else.
    Layer upperLayer = Layer::New();
    upperLayer.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
    upperLayer.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
    upperLayer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);

    baseLayer.Add(upperLayer);
    upperLayer.Add(mLightSource);

    //Decide which light to use to begin with.
    SetLightMode();
  }

  //Sets the image to use for the light source depending on whether the light is in front or behind.
  void SetLightImage()
  {
    std::string imageUrl;

    if(mLightFront)
    {
      imageUrl = LIGHT_URL_FRONT;
    }
    else
    {
      imageUrl = LIGHT_URL_BACK;
    }

    Property::Map lightMap;
    lightMap.Insert(Toolkit::Visual::Property::TYPE, Visual::IMAGE);
    lightMap.Insert(ImageVisual::Property::URL, imageUrl);
    mLightSource.SetProperty(Control::Property::BACKGROUND, Property::Value(lightMap));
  }

  //Updates the displayed models to account for parameter changes.
  void ReloadModel()
  {
    //Create mesh property map
    Property::Map map;
    map.Insert(Toolkit::Visual::Property::TYPE, Visual::MESH);
    map.Insert(Visual::Property::TRANSFORM,
               Property::Map().Add(Visual::Transform::Property::ORIGIN, Align::CENTER).Add(Visual::Transform::Property::ANCHOR_POINT, Align::CENTER));
    map.Insert(MeshVisual::Property::OBJECT_URL, MODEL_FILE_TABLE[mModelIndex]);
    map.Insert(MeshVisual::Property::MATERIAL_URL, MATERIAL_FILE_TABLE[mModelIndex]);
    map.Insert(MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH);
    map.Insert(MeshVisual::Property::SHADING_MODE, SHADING_MODE_TABLE[mShadingModeIndex]);

    //Set the two controls to use the mesh
    for(int i = 0; i < NUM_MESHES; i++)
    {
      mModels[i].control.SetProperty(Control::Property::BACKGROUND, Property::Value(map));
    }
  }

  //Set the mode used to light the models.
  void SetLightMode()
  {
    if(mLightFixed)
    {
      UseFixedLight();
    }
    else
    {
      UseManualLight();
    }
  }

  //Make the models use a fixed, invisible light above the center of the window.
  void UseFixedLight()
  {
    //Hide draggable source
    mLightSource.SetProperty(Actor::Property::VISIBLE, false);

    //Use window dimensions to place light at center, offset in z axis.
    Window  window        = mApplication.GetWindow();
    float   width         = window.GetSize().GetWidth();
    float   height        = window.GetSize().GetHeight();
    Vector3 lightPosition = Vector3(width / 2.0f, height / 2.0f, (mLightFront ? 1 : -1) * std::max(width, height) * 5.0f);

    //Set global light position
    for(int i = 0; i < NUM_MESHES; ++i)
    {
      mModels[i].control.RegisterProperty("lightPosition", lightPosition, Property::ANIMATABLE);
    }
  }

  //Make the models use a light source that the user can drag around.
  void UseManualLight()
  {
    //Show draggable source
    mLightSource.SetProperty(Actor::Property::VISIBLE, true);

    //Update to switch light position of models to that of the source.
    UpdateLight();
  }

  //Updates the light position for each model to account for changes in the source on screen.
  void UpdateLight()
  {
    //Set light position to the x and y of the light control, offset into/out of the screen.
    Vector3 controlPosition = mLightSource.GetCurrentProperty<Vector3>(Actor::Property::POSITION);
    Vector3 lightPosition   = Vector3(controlPosition.x, controlPosition.y, (mLightFront ? 1 : -1) * mApplication.GetWindow().GetSize().GetWidth() / 2.0f);

    for(int i = 0; i < NUM_MESHES; ++i)
    {
      mModels[i].control.RegisterProperty("lightPosition", lightPosition, Property::ANIMATABLE);
    }
  }

  //If the light source is touched, move it by dragging it.
  //If a model is touched, rotate it by panning around.
  bool OnTouch(Actor actor, const TouchEvent& touch)
  {
    switch(touch.GetState(0))
    {
      case PointState::DOWN:
      {
        //Determine what was touched.
        actor.GetProperty(actor.GetPropertyIndex("Tag")).Get(mTag);

        if(mTag == MODEL_TAG)
        {
          //Find out which model has been selected
          actor.GetProperty(actor.GetPropertyIndex("Model")).Get(mSelectedModelIndex);

          //Pause current animation, as the touch gesture will be used to manually rotate the model
          mModels[mSelectedModelIndex].rotationAnimation.Stop();

          //Store start points.
          mLastTouchPosition = touch.GetScreenPosition(0);
        }

        break;
      }
      case PointState::MOTION:
      {
        //Switch on the kind of actor we're interacting with.
        switch(mTag)
        {
          case MODEL_TAG: //Rotate model
          {
            //Calculate displacement and corresponding rotation.
            const Vector2 touchPosition = touch.GetScreenPosition(0);
            const Vector2 displacement  = touchPosition - mLastTouchPosition;
            mLastTouchPosition          = touchPosition;

            const Quaternion q(Radian(displacement.y / -Y_ROTATION_DISPLACEMENT_FACTOR), Radian(displacement.x / X_ROTATION_DISPLACEMENT_FACTOR), Radian(0.f));
            const Quaternion q0 = mModels[mSelectedModelIndex].control.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>();

            //Apply rotation.
            mModels[mSelectedModelIndex].control.SetProperty(Actor::Property::ORIENTATION, q * q0);

            break;
          }
          case LIGHT_TAG: //Drag light
          {
            //Set light source to new position and update the models accordingly.
            mLightSource.SetProperty(Actor::Property::POSITION, Vector3(touch.GetScreenPosition(0)));
            UpdateLight();

            break;
          }
        }

        break;
      }
      case PointState::INTERRUPTED: //Same as finished.
      case PointState::FINISHED:
      {
        if(mTag == MODEL_TAG)
        {
          //Return to automatic animation
          if(!mPaused)
          {
            mModels[mSelectedModelIndex].rotationAnimation.Play();
          }
        }

        break;
      }
      default:
      {
        //Other touch states do nothing.
        break;
      }
    }

    return true;
  }

  //Cycle through the list of models.
  bool OnChangeModelClicked(Toolkit::Button button)
  {
    ++mModelIndex %= 3;

    ReloadModel();

    return true;
  }

  //Cycle through the list of shading modes.
  bool OnChangeShadingModeClicked(Toolkit::Button button)
  {
    ++mShadingModeIndex %= 3;

    ReloadModel();

    return true;
  }

  //Pause all animations, and keep them paused even after user panning.
  //This button is a toggle, so pressing again will start the animations again.
  bool OnPauseClicked(Toolkit::Button button)
  {
    //Toggle pause state.
    mPaused = !mPaused;

    //If we wish to pause animations, do so and keep them paused.
    if(mPaused)
    {
      for(int i = 0; i < NUM_MESHES; ++i)
      {
        mModels[i].rotationAnimation.Pause();
      }

      button.SetProperty(Toolkit::Button::Property::LABEL, PLAY);
    }
    else //Unpause all animations again.
    {
      for(int i = 0; i < NUM_MESHES; ++i)
      {
        mModels[i].rotationAnimation.Play();
      }

      button.SetProperty(Toolkit::Button::Property::LABEL, PAUSE);
    }

    return true;
  }

  //Switch between a fixed light source above/behind the screen, and a light source the user can drag around.
  bool OnChangeLightModeClicked(Toolkit::Button button)
  {
    //Toggle state.
    mLightFixed = !mLightFixed;

    if(mLightFixed)
    {
      button.SetProperty(Toolkit::Button::Property::LABEL, FIXED);
    }
    else
    {
      button.SetProperty(Toolkit::Button::Property::LABEL, MANUAL);
    }

    SetLightMode();

    return true;
  }

  //Switch between the light being in front of and behind the models.
  bool OnChangeLightSideClicked(Toolkit::Button button)
  {
    //Toggle state.
    mLightFront = !mLightFront;

    if(mLightFront)
    {
      button.SetProperty(Toolkit::Button::Property::LABEL, FRONT);
    }
    else
    {
      button.SetProperty(Toolkit::Button::Property::LABEL, BACK);
    }

    //Change light image.
    SetLightImage();

    //Update light to account for the change.
    SetLightMode();

    return true;
  }

  //If escape or the back button is pressed, quit the application (and return to the launcher)
  void OnKeyEvent(const KeyEvent& event)
  {
    if(event.GetState() == KeyEvent::DOWN)
    {
      if(IsKey(event, DALI_KEY_ESCAPE) || IsKey(event, DALI_KEY_BACK))
      {
        mApplication.Quit();
      }
    }
  }

private:
  Application& mApplication;

  //The models displayed on screen, including information about rotation.
  Model mModels[NUM_MESHES];
  Actor mContainers[NUM_MESHES];

  //Acts as a global light source, which can be dragged around.
  Control mLightSource;

  //Used to detect panning to rotate the selected model.
  Vector2 mLastTouchPosition;
  Vector2 mRotationStart;

  int  mModelIndex;         //Index of model to load.
  int  mShadingModeIndex;   //Index of shading mode to use.
  int  mTag;                //Identifies what kind of actor has been selected in OnTouch.
  int  mSelectedModelIndex; //Index of model selected on screen.
  bool mPaused;             //If true, all animations are paused and should stay so.
  bool mLightFixed;         //If false, the light is in manual.
  bool mLightFront;         //Bool for light being in front or behind the models.
};

int DALI_EXPORT_API main(int argc, char** argv)
{
  Application          application = Application::New(&argc, &argv, DEMO_THEME_PATH);
  MeshVisualController test(application);
  application.MainLoop();
  return 0;
}