metaball-refrac-example.cpp 21.4 KB
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/*
 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 *
 */

// EXTERNAL INCLUDES
#include <cstdint> // uint32_t, uint16_t etc
#include <cstdio>
#include <string>

#include <dali/public-api/rendering/frame-buffer.h>
#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/rendering/texture-set.h>
#include <dali/public-api/rendering/texture.h>

// INTERNAL INCLUDES
#include "generated/fragment-frag.h"
#include "generated/metaball-frag.h"
#include "generated/metaball-refraction-frag.h"
#include "generated/metaball-vert.h"
#include "shared/utility.h" // DemoHelper::LoadTexture

using namespace Dali;

namespace // unnamed namespace for constants
{
const char* const BACKGROUND_IMAGE(DEMO_IMAGE_DIR "background-2.jpg");
const float       GRAVITY_X(0);
const float       GRAVITY_Y(-0.09);

// number of metaballs
constexpr uint32_t METABALL_NUMBER = 6;

/**
 * Metadata for each ball
 */
struct MetaballInfo
{
  Actor   actor;
  Vector2 position;
  float   radius;
  float   initRadius;

  //Properties needed for animations
  Property::Index positionIndex;
  Property::Index positionVarIndex;
  Property::Index gravityIndex;
  Property::Index radiusIndex;
  Property::Index radiusVarIndex;
  Property::Index aspectIndex;
};

} // unnamed namespace

/**
 * Demo using Metaballs
 *
 * When the metaball is clicked it starts to grow and fuses into the closest edge of screen
 */
class MetaballRefracController : public ConnectionTracker
{
public:
  /**
   * Constructor
   * @param application
   */
  MetaballRefracController(Application& application);

  /**
   * Destructor
   */
  virtual ~MetaballRefracController();

  /**
   * Creates the metaballs and initializes the scene
   */
  void Create(Application& app);

  /**
   * Touch handler, start the grow animation and creates additional metaballs
   */
  bool OnTouch(Actor actor, const TouchEvent& touch);

  /**
   * Key event callback to quit the application on escape or back key
   */
  void OnKeyEvent(const KeyEvent& event);

private: // Data
  Application& mApplication;
  Vector2      mScreenSize;

  Texture     mBackgroundTexture;
  FrameBuffer mMetaballFBO;

  Actor        mMetaballRoot;
  MetaballInfo mMetaballs[METABALL_NUMBER];

  Actor mCompositionActor;

  //Motion
  Vector2 mCurrentTouchPosition;
  Vector2 mMetaballPosVariation;
  Vector2 mMetaballPosVariationFrom;
  Vector2 mMetaballPosVariationTo;
  Vector2 mMetaballCenter;

  Vector2 mGravity;
  Vector2 mGravityVar;

  Renderer   mRendererRefraction;
  TextureSet mTextureSetRefraction;
  Shader     mShaderRefraction;
  TextureSet mTextureSetNormal;
  Shader     mShaderNormal;

  // Animations
  Animation mGravityAnimation[METABALL_NUMBER];
  Animation mRadiusDecAnimation[METABALL_NUMBER];
  Animation mRadiusIncFastAnimation[METABALL_NUMBER];
  Animation mRadiusIncSlowAnimation[METABALL_NUMBER];
  Animation mRadiusVarAnimation[METABALL_NUMBER];
  Animation mPositionVarAnimation[METABALL_NUMBER];

  // Private Helper functions

  /**
   * Create a mesh data with the geometry for the metaball rendering
   * @param aspectMappedTexture whether texture coords should be mapped based on aspect ratio
   */
  Geometry CreateGeometry(bool aspectMappedTexture = true);

  /**
   * Create a actor for the metaballs
   */
  void CreateMetaballActors();

  /**
   * Create the render task and FBO to render the metaballs into a texture
   */
  void CreateMetaballImage();

  /**
   * Create the the final composition
   */
  void CreateComposition();

  /**
   * Create all the metaballs animations (gravity, movement, size, etc.)
   */
  void CreateAnimations();

  /**
   * Function to launch the grow slow radius for the metaballs, and also the small variations for metaball[2] and [3]
   */
  void LaunchRadiusIncSlowAnimations(Animation& source);

  /**
   * Function to launch the animation to get the metaball[1] back to the center
   */
  void LaunchGetBackToPositionAnimation(Animation& source);

  /**
   * Function to stop all animations related to the click of the user in the screen
   */
  void StopClickAnimations();

  /**
   * Function to stop all animations related to the after click of the user in the screen
   */
  void StopAfterClickAnimations();

  /**
   * Function that resets the sate of the different Metaballs
   */
  void ResetMetaballsState();

  /**
   * Function to set the actual position of the metaballs when the user clicks the screen
   */
  void SetPositionToMetaballs(const Vector2& metaballCenter);
};

/**
 * Implementation
 */

MetaballRefracController::MetaballRefracController(Application& application)
: mApplication(application)
{
  // Connect to the Application's Init signal
  mApplication.InitSignal().Connect(this, &MetaballRefracController::Create);
}

MetaballRefracController::~MetaballRefracController()
{
  // Nothing to do here;
}

void MetaballRefracController::Create(Application& app)
{
  Window window = app.GetWindow();

  window.KeyEventSignal().Connect(this, &MetaballRefracController::OnKeyEvent);

  mScreenSize = window.GetSize();

  window.SetBackgroundColor(Color::BLACK);

  // Load background texture
  mBackgroundTexture = DemoHelper::LoadTexture(BACKGROUND_IMAGE);

  mGravity    = Vector2(GRAVITY_X, GRAVITY_Y);
  mGravityVar = Vector2(0, 0);

  CreateMetaballActors();
  CreateMetaballImage();
  CreateComposition();
  CreateAnimations();

  // Connect the callback to the touch signal on the mesh actor
  window.GetRootLayer().TouchedSignal().Connect(this, &MetaballRefracController::OnTouch);
}

Geometry MetaballRefracController::CreateGeometry(bool aspectMappedTexture)
{
  const float aspect = mScreenSize.y / mScreenSize.x;

  // Create vertices and specify their color
  const float xsize = mScreenSize.x * 0.5;

  // Create the meshdata for the metaballs
  struct VertexPosition
  {
    Vector2 position;
  };
  struct VertexTexture
  {
    Vector2 texture;
  };

  VertexPosition vertices[] =
    {
      {Vector2(-xsize, -xsize * aspect)},
      {Vector2(xsize, -xsize * aspect)},
      {Vector2(-xsize, xsize * aspect)},
      {Vector2(xsize, xsize * aspect)}};

  const float   textureAspect = (aspectMappedTexture) ? aspect : 1.0f;
  VertexTexture textures[] =
    {
      {Vector2(0.0f, 0.0f)},
      {Vector2(1.0f, 0.0f)},
      {Vector2(0.0f, 1.0f * textureAspect)},
      {Vector2(1.0f, 1.0f * textureAspect)}};

  uint32_t numberOfVertices = sizeof(vertices) / sizeof(VertexPosition);

  // Vertices
  Property::Map positionVertexFormat;
  positionVertexFormat["aPosition"] = Property::VECTOR2;
  VertexBuffer positionVertices     = VertexBuffer::New(positionVertexFormat);
  positionVertices.SetData(vertices, numberOfVertices);

  // Textures
  Property::Map textureVertexFormat;
  textureVertexFormat["aTexture"] = Property::VECTOR2;
  VertexBuffer textureVertices    = VertexBuffer::New(textureVertexFormat);
  textureVertices.SetData(textures, numberOfVertices);

  // Indices
  const uint16_t indices[] = {0, 3, 1, 0, 2, 3};

  // Create the geometry object
  Geometry texturedQuadGeometry = Geometry::New();
  texturedQuadGeometry.AddVertexBuffer(positionVertices);
  texturedQuadGeometry.AddVertexBuffer(textureVertices);

  texturedQuadGeometry.SetIndexBuffer(&indices[0], sizeof(indices) / sizeof(indices[0]));

  return texturedQuadGeometry;
}

void MetaballRefracController::CreateMetaballActors()
{
  const float aspect = mScreenSize.y / mScreenSize.x;

  // Create the renderer for the metaballs
  Shader   shader           = Shader::New(SHADER_METABALL_VERT, SHADER_METABALL_FRAG, Shader::Hint::MODIFIES_GEOMETRY);
  Geometry metaballGeometry = CreateGeometry();
  Renderer renderer         = Renderer::New(metaballGeometry, shader);
  renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
  renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE);
  renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE);
  renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE);
  renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE);

  // Each metaball has a different radius
  mMetaballs[0].radius = mMetaballs[0].initRadius = 0.0145f;
  mMetaballs[1].radius = mMetaballs[1].initRadius = 0.012f;
  mMetaballs[2].radius = mMetaballs[2].initRadius = 0.0135f;
  mMetaballs[3].radius = mMetaballs[3].initRadius = 0.0135f;

  // Initialization of each of the metaballs
  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
  {
    mMetaballs[i].position = Vector2(0.0f, 0.0f);

    mMetaballs[i].actor = Actor::New();
    mMetaballs[i].actor.SetProperty(Dali::Actor::Property::NAME, "Metaball");
    mMetaballs[i].actor.SetProperty(Actor::Property::SCALE, 1.0f);
    mMetaballs[i].actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);

    mMetaballs[i].actor.AddRenderer(renderer);

    mMetaballs[i].positionIndex    = mMetaballs[i].actor.RegisterProperty("uPositionMetaball", mMetaballs[i].position);
    mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty("uPositionVar", Vector2(0.f, 0.f));
    mMetaballs[i].gravityIndex     = mMetaballs[i].actor.RegisterProperty("uGravityVector", Vector2(0.f, 0.f));
    mMetaballs[i].radiusIndex      = mMetaballs[i].actor.RegisterProperty("uRadius", mMetaballs[i].radius);
    mMetaballs[i].radiusVarIndex   = mMetaballs[i].actor.RegisterProperty("uRadiusVar", 0.f);
    mMetaballs[i].aspectIndex      = mMetaballs[i].actor.RegisterProperty("uAspect", aspect);
  }

  //Root creation
  mMetaballRoot = Actor::New();
  mMetaballRoot.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
  {
    mMetaballRoot.Add(mMetaballs[i].actor);
  }
}

void MetaballRefracController::CreateMetaballImage()
{
  // Create an FBO and a render task to create to render the metaballs with a fragment shader
  Window window = mApplication.GetWindow();
  mMetaballFBO  = FrameBuffer::New(mScreenSize.x, mScreenSize.y);

  window.Add(mMetaballRoot);

  //Creation of the render task used to render the metaballs
  RenderTaskList taskList = window.GetRenderTaskList();
  RenderTask     task     = taskList.CreateTask();
  task.SetRefreshRate(RenderTask::REFRESH_ALWAYS);
  task.SetSourceActor(mMetaballRoot);
  task.SetExclusive(true);
  task.SetClearColor(Color::BLACK);
  task.SetClearEnabled(true);
  task.SetFrameBuffer(mMetaballFBO);
}

void MetaballRefracController::CreateComposition()
{
  // Create Refraction shader and renderer
  mShaderRefraction = Shader::New(SHADER_METABALL_VERT, SHADER_METABALL_REFRACTION_FRAG);

  // Create new texture set
  mTextureSetRefraction = TextureSet::New();
  mTextureSetRefraction.SetTexture(0u, mBackgroundTexture);
  mTextureSetRefraction.SetTexture(1u, mMetaballFBO.GetColorTexture());

  // Create normal shader
  mShaderNormal = Shader::New(SHADER_METABALL_VERT, SHADER_FRAGMENT_FRAG);

  // Create new texture set
  mTextureSetNormal = TextureSet::New();
  mTextureSetNormal.SetTexture(0u, mBackgroundTexture);

  // Create actor
  mCompositionActor = Actor::New();
  mCompositionActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
  mCompositionActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
  mCompositionActor.SetProperty(Actor::Property::SIZE, Vector2(mScreenSize.x, mScreenSize.y));

  // Create geometry
  Geometry metaballGeometry = CreateGeometry(false);
  mRendererRefraction       = Renderer::New(metaballGeometry, mShaderNormal);
  mRendererRefraction.SetTextures(mTextureSetNormal);
  mCompositionActor.AddRenderer(mRendererRefraction);

  Window window = mApplication.GetWindow();
  window.Add(mCompositionActor);
}

void MetaballRefracController::CreateAnimations()
{
  uint32_t i = 0;
  float    key;

  mPositionVarAnimation[1] = Animation::New(2.f);
  mPositionVarAnimation[1].SetLooping(false);
  mPositionVarAnimation[1].Pause();
  mPositionVarAnimation[1].FinishedSignal().Connect(this, &MetaballRefracController::LaunchGetBackToPositionAnimation);

  KeyFrames keySinCosVariation = KeyFrames::New();
  Vector2   sinCosVariation(0, 0);
  for(i = 0; i < 360; i++)
  {
    sinCosVariation.x = 0.05f * (-sinf(i * Math::PI_OVER_180) + cosf(i * Math::PI_OVER_180));
    sinCosVariation.y = 0.05f * (sinf(i * Math::PI_OVER_180) - cosf(i * Math::PI_OVER_180));
    key               = i / 360.f;
    keySinCosVariation.Add(key, sinCosVariation);
  }

  mPositionVarAnimation[2] = Animation::New(6.f);
  mPositionVarAnimation[2].AnimateBetween(Property(mMetaballs[2].actor, mMetaballs[2].positionVarIndex), keySinCosVariation);
  mPositionVarAnimation[2].SetLooping(true);
  mPositionVarAnimation[2].Pause();

  KeyFrames keyCosSinVariation = KeyFrames::New();
  Vector2   cosSinVariation(0, 0);
  for(i = 0; i < 360; i++)
  {
    cosSinVariation.x = 0.05f * (-sinf(i * Math::PI_OVER_180) - cosf(i * Math::PI_OVER_180));
    cosSinVariation.y = 0.05f * (sinf(i * Math::PI_OVER_180) + cosf(i * Math::PI_OVER_180));
    key               = i / 360.f;
    keyCosSinVariation.Add(key, cosSinVariation);
  }

  mPositionVarAnimation[3] = Animation::New(6.f);
  mPositionVarAnimation[3].AnimateBetween(Property(mMetaballs[3].actor, mMetaballs[3].positionVarIndex), keyCosSinVariation);
  mPositionVarAnimation[3].SetLooping(true);
  mPositionVarAnimation[3].Pause();

  //Animations for gravity
  for(i = 0; i < METABALL_NUMBER; i++)
  {
    mGravityAnimation[i] = Animation::New(25.f);
    mGravityAnimation[i].AnimateBy(Property(mMetaballs[i].actor, mMetaballs[i].gravityIndex), mGravity * 25.f * 3.f);
    mGravityAnimation[i].SetLooping(false);
    mGravityAnimation[i].Pause();
  }

  //Animation to decrease size of metaballs when there is no click
  for(i = 0; i < METABALL_NUMBER; i++)
  {
    mRadiusDecAnimation[i] = Animation::New(25.f);
    mRadiusDecAnimation[i].AnimateBy(Property(mMetaballs[i].actor, mMetaballs[i].radiusIndex), -0.004f * 25.f * 3.f);
    mRadiusDecAnimation[i].SetLooping(false);
    mRadiusDecAnimation[i].Pause();
  }

  // Animation to grow the size of the metaballs the first second of the click
  for(i = 0; i < METABALL_NUMBER; i++)
  {
    mRadiusIncFastAnimation[i] = Animation::New(0.3f);
    mRadiusIncFastAnimation[i].AnimateBy(Property(mMetaballs[i].actor, mMetaballs[i].radiusIndex), 0.06f);
    mRadiusIncFastAnimation[i].SetLooping(false);
    mRadiusIncFastAnimation[i].Pause();
  }
  mRadiusIncFastAnimation[0].FinishedSignal().Connect(this, &MetaballRefracController::LaunchRadiusIncSlowAnimations);

  // Animation to grow the size of the metaballs afterwards
  for(i = 0; i < METABALL_NUMBER; i++)
  {
    mRadiusIncSlowAnimation[i] = Animation::New(20.f);
    mRadiusIncSlowAnimation[i].AnimateBy(Property(mMetaballs[i].actor, mMetaballs[i].radiusIndex), 0.04f);
    mRadiusIncSlowAnimation[i].SetLooping(false);
    mRadiusIncSlowAnimation[i].Pause();
  }

  // Keyframes of a sin function
  KeyFrames keySin = KeyFrames::New();
  float     val;
  for(i = 0; i < 360; i++)
  {
    val = 0.01f * sin(i * Math::PI / 180.f);
    key = i / 360.f;
    keySin.Add(key, val);
  }

  //Animation to change the size of the metaball
  mRadiusVarAnimation[2] = Animation::New(8.f);
  mRadiusVarAnimation[2].AnimateBetween(Property(mMetaballs[2].actor, mMetaballs[2].radiusVarIndex), keySin);
  mRadiusVarAnimation[2].SetLooping(true);

  // Keyframes of a cos function
  KeyFrames keyCos = KeyFrames::New();
  for(i = 0; i < 360; i++)
  {
    val = 0.01f * cos(i * Math::PI / 180.f);
    key = i / 360.f;
    keyCos.Add(key, val);
  }

  //Animation to change the size of the metaball
  mRadiusVarAnimation[3] = Animation::New(8.f);
  mRadiusVarAnimation[3].AnimateBetween(Property(mMetaballs[3].actor, mMetaballs[3].radiusVarIndex), keyCos);
  mRadiusVarAnimation[3].SetLooping(true);
}

void MetaballRefracController::LaunchGetBackToPositionAnimation(Animation& source)
{
  mMetaballPosVariationTo = Vector2(0, 0);

  mPositionVarAnimation[1] = Animation::New(1.f);
  mPositionVarAnimation[1].SetLooping(false);
  mPositionVarAnimation[1].AnimateTo(Property(mMetaballs[1].actor, mMetaballs[1].positionVarIndex), Vector2(0, 0));
  mPositionVarAnimation[1].Play();
}

void MetaballRefracController::LaunchRadiusIncSlowAnimations(Animation& source)
{
  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
  {
    mRadiusIncSlowAnimation[i].Play();
  }
  mPositionVarAnimation[2].Play();
  mPositionVarAnimation[3].Play();
}

void MetaballRefracController::StopClickAnimations()
{
  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
  {
    mRadiusIncSlowAnimation[i].Stop();
    mRadiusIncFastAnimation[i].Stop();
  }
  mPositionVarAnimation[1].Stop();
  mPositionVarAnimation[2].Stop();
  mPositionVarAnimation[3].Stop();
}

void MetaballRefracController::StopAfterClickAnimations()
{
  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
  {
    mGravityAnimation[i].Stop();
    mRadiusDecAnimation[i].Stop();

    mMetaballs[i].radius = mMetaballs[i].initRadius;

    mMetaballs[i].actor.SetProperty(mMetaballs[i].gravityIndex, Vector2(0, 0));
    mMetaballs[i].actor.SetProperty(mMetaballs[i].radiusIndex, mMetaballs[i].radius);
    mMetaballs[i].actor.SetProperty(mMetaballs[i].radiusVarIndex, 0.f);
  }
  mRadiusVarAnimation[2].Stop();
  mRadiusVarAnimation[3].Stop();
}

void MetaballRefracController::ResetMetaballsState()
{
  mRendererRefraction.SetTextures(mTextureSetNormal);
  mRendererRefraction.SetShader(mShaderNormal);

  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
  {
    mMetaballs[i].radius = mMetaballs[i].initRadius;
  }

  mMetaballPosVariationTo   = Vector2(0, 0);
  mMetaballPosVariationFrom = Vector2(0, 0);
  mMetaballPosVariation     = Vector2(0, 0);
  mGravityVar               = Vector2(0, 0);
}

void MetaballRefracController::SetPositionToMetaballs(const Vector2& metaballCenter)
{
  //We set the position for the metaballs based on click position
  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
  {
    mMetaballs[i].position = metaballCenter;
    mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position);
  }
}

bool MetaballRefracController::OnTouch(Actor actor, const TouchEvent& touch)
{
  const float aspect = mScreenSize.y / mScreenSize.x;
  switch(touch.GetState(0))
  {
    case PointState::DOWN:
    {
      StopAfterClickAnimations();
      for(uint32_t i = 0; i < METABALL_NUMBER; i++)
      {
        mRadiusIncFastAnimation[i].Play();
      }
      mRadiusVarAnimation[2].Play();
      mRadiusVarAnimation[3].Play();

      //We draw with the refraction-composition shader
      mRendererRefraction.SetTextures(mTextureSetRefraction);
      mRendererRefraction.SetShader(mShaderRefraction);
      mCurrentTouchPosition = touch.GetScreenPosition(0);

      //we use the click position for the metaballs
      Vector2 metaballCenter = Vector2((mCurrentTouchPosition.x / mScreenSize.x) - 0.5f,
                                       (aspect * (mScreenSize.y - mCurrentTouchPosition.y) / mScreenSize.y) - 0.5f) *
                               2.0f;
      SetPositionToMetaballs(metaballCenter);
      break;
    }
    case PointState::MOTION:
    {
      Vector2 screen        = touch.GetScreenPosition(0);
      Vector2 displacement  = screen - mCurrentTouchPosition;
      mCurrentTouchPosition = screen;

      mMetaballPosVariationTo.x += (displacement.x / mScreenSize.x) * 2.2f;
      mMetaballPosVariationTo.y += (-displacement.y / mScreenSize.y) * 2.2f;

      if(mPositionVarAnimation[1])
      {
        mPositionVarAnimation[1].FinishedSignal().Disconnect(this, &MetaballRefracController::LaunchGetBackToPositionAnimation);
        mPositionVarAnimation[1].Stop();
      }
      mPositionVarAnimation[1] = Animation::New(1.f);
      mPositionVarAnimation[1].SetLooping(false);
      mPositionVarAnimation[1].AnimateTo(Property(mMetaballs[1].actor, mMetaballs[1].positionVarIndex), mMetaballPosVariationTo);
      mPositionVarAnimation[1].FinishedSignal().Connect(this, &MetaballRefracController::LaunchGetBackToPositionAnimation);
      mPositionVarAnimation[1].Play();

      //we use the click position for the metaballs
      Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5f,
                                       (aspect * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f) *
                               2.0f;
      SetPositionToMetaballs(metaballCenter);
      break;
    }
    case PointState::UP:
    case PointState::LEAVE:
    case PointState::INTERRUPTED:
    {
      //Stop click animations
      StopClickAnimations();

      //Launch out of screen animations
      for(uint32_t i = 0; i < METABALL_NUMBER; i++)
      {
        mGravityAnimation[i].Play();
      }

      for(uint32_t i = 0; i < METABALL_NUMBER; i++)
      {
        mRadiusDecAnimation[i].Play();
      }
      break;
    }
    default:
      break;
  }
  return true;
}

void MetaballRefracController::OnKeyEvent(const KeyEvent& event)
{
  if(event.GetState() == KeyEvent::DOWN)
  {
    if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
    {
      mApplication.Quit();
    }
  }
}

/**
 * Main entry point
 */
int32_t DALI_EXPORT_API main(int argc, char** argv)
{
  Application application = Application::New(&argc, &argv);

  MetaballRefracController test(application);
  application.MainLoop();

  return 0;
}