mesh-visual-example.cpp
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#include <dali-toolkit/dali-toolkit.h>
#include <dali/public-api/object/property-map.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.
Vector2 rotation; // Keeps track of rotation about x and y axis for manual rotation.
Animation rotationAnimation; // Automatically rotates when left alone.
};
//Files for meshes
const char * const MODEL_FILE[] =
{
DEMO_MODEL_DIR "Dino.obj",
DEMO_MODEL_DIR "ToyRobot-Metal.obj",
DEMO_MODEL_DIR "Toyrobot-Plastic.obj"
};
const char * const MATERIAL_FILE[] =
{
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
};
//Files for background and toolbar
const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-1.jpg");
const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
const float MODEL_SCALE = 0.75f;
const int NUM_MESHES = 3;
//Used to identify actors.
const int MODEL_TAG = 0;
const int LIGHT_TAG = 1;
const int LAYER_TAG = 2;
} //End 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 textured with 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.
{
// 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 stage
Stage stage = Stage::GetCurrent();
//Add background
ImageView backView = ImageView::New( BACKGROUND_IMAGE );
backView.SetAnchorPoint( AnchorPoint::TOP_LEFT );
stage.Add( backView );
//Setup and load the 3D models and buttons
LoadScene();
//Allow for exiting of the application via key presses.
stage.KeyEventSignal().Connect( this, &MeshVisualController::OnKeyEvent );
}
//Sets up the on-screen elements.
void LoadScene()
{
Stage stage = Stage::GetCurrent();
//Set up layer to place objects on.
Layer baseLayer = Layer::New();
baseLayer.SetParentOrigin( ParentOrigin::CENTER );
baseLayer.SetAnchorPoint( AnchorPoint::CENTER );
baseLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
baseLayer.SetBehavior( Layer::LAYER_2D ); //We use a 2D layer as this is closer to UI work than full 3D scene creation.
baseLayer.SetDepthTestDisabled( false ); //Enable depth testing, as otherwise the 2D layer would not do so.
baseLayer.RegisterProperty( "Tag", LAYER_TAG ); //Used to differentiate between different kinds of actor.
baseLayer.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
stage.Add( baseLayer );
//Add containers to house each visual-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.
//Position each container on screen
if( i == 0 )
{
//Main, central model
mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );
mContainers[i].SetParentOrigin( ParentOrigin::CENTER );
mContainers[i].SetAnchorPoint( AnchorPoint::CENTER );
}
else if( i == 1 )
{
//Top left model
mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
mContainers[i].SetParentOrigin( Vector3( 0.05, 0.03, 0.5 ) ); //Offset from top left
mContainers[i].SetAnchorPoint( AnchorPoint::TOP_LEFT );
}
else if( i == 2 )
{
//Top right model
mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
mContainers[i].SetParentOrigin( Vector3( 0.95, 0.03, 0.5 ) ); //Offset from top right
mContainers[i].SetAnchorPoint( AnchorPoint::TOP_RIGHT );
}
mContainers[i].TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
baseLayer.Add( mContainers[i] );
}
//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.SetParentOrigin( ParentOrigin::CENTER );
control.SetAnchorPoint( 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].rotation.x = 0.0f;
mModels[i].rotation.y = 0.0f;
mModels[i].rotationAnimation = rotationAnimation;
}
//Calling this sets the model in the controls.
ReloadModel();
//Create button for model changing
Toolkit::PushButton modelButton = Toolkit::PushButton::New();
modelButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
modelButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeModelClicked );
modelButton.SetParentOrigin( Vector3( 0.05, 0.95, 0.5 ) ); //Offset from bottom left
modelButton.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
modelButton.SetLabelText( "Change Model" );
baseLayer.Add( modelButton );
//Create button for shader changing
Toolkit::PushButton shaderButton = Toolkit::PushButton::New();
shaderButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
shaderButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeShaderClicked );
shaderButton.SetParentOrigin( Vector3( 0.95, 0.95, 0.5 ) ); //Offset from bottom right
shaderButton.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
shaderButton.SetLabelText( "Change Shader" );
baseLayer.Add( shaderButton );
//Create button for pausing animations
Toolkit::PushButton pauseButton = Toolkit::PushButton::New();
pauseButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
pauseButton.ClickedSignal().Connect( this, &MeshVisualController::OnPauseClicked );
pauseButton.SetParentOrigin( Vector3( 0.5, 0.95, 0.5 ) ); //Offset from bottom center
pauseButton.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
pauseButton.SetLabelText( " || " );
baseLayer.Add( pauseButton );
//Create control to act as light source of scene.
mLightSource = Control::New();
mLightSource.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::WIDTH );
mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
mLightSource.RegisterProperty( "Tag", LIGHT_TAG );
//Set position relative to top left, as the light source property is also relative to the top left.
mLightSource.SetParentOrigin( ParentOrigin::TOP_LEFT );
mLightSource.SetAnchorPoint( AnchorPoint::CENTER );
mLightSource.SetPosition( Stage::GetCurrent().GetSize().x * 0.5f, Stage::GetCurrent().GetSize().y * 0.1f );
//Make white background.
Property::Map lightMap;
lightMap.Insert( Visual::Property::TYPE, Visual::COLOR );
lightMap.Insert( ColorVisual::Property::MIX_COLOR, Color::WHITE );
mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( lightMap ) );
//Label to show what this actor is for the user.
TextLabel lightLabel = TextLabel::New( "Light" );
lightLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
lightLabel.SetParentOrigin( ParentOrigin::CENTER );
lightLabel.SetAnchorPoint( AnchorPoint::CENTER );
float padding = 5.0f;
lightLabel.SetPadding( Padding( padding, padding, padding, padding ) );
mLightSource.Add( lightLabel );
//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();
baseLayer.Add( upperLayer );
upperLayer.Add( mLightSource );
//Calling this sets the light position of each model to that of the light source control.
UpdateLight();
}
//Updates the displayed models to account for parameter changes.
void ReloadModel()
{
//Create mesh property map
Property::Map map;
map.Insert( Visual::Property::TYPE, Visual::MESH );
map.Insert( MeshVisual::Property::OBJECT_URL, MODEL_FILE[mModelIndex] );
map.Insert( MeshVisual::Property::MATERIAL_URL, MATERIAL_FILE[mModelIndex] );
map.Insert( MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH );
map.Insert( MeshVisual::Property::SHADING_MODE, SHADING_MODE_TABLE[mShadingModeIndex] );
map.Insert( MeshVisual::Property::USE_SOFT_NORMALS, false );
//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 ) );
}
}
//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 out of the screen.
Vector3 controlPosition = mLightSource.GetCurrentPosition();
Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y, Stage::GetCurrent().GetSize().x * 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& event )
{
//Get primary touch point.
const Dali::TouchPoint& point = event.GetPoint( 0 );
switch( point.state )
{
case TouchPoint::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.Pause();
//Store start points.
mPanStart = point.screen;
mRotationStart = mModels[mSelectedModelIndex].rotation;
}
break;
}
case TouchPoint::Motion:
{
//Switch on the kind of actor we're interacting with.
switch( mTag )
{
case MODEL_TAG: //Rotate model
{
//Calculate displacement and corresponding rotation.
Vector2 displacement = point.screen - mPanStart;
mModels[mSelectedModelIndex].rotation = Vector2( mRotationStart.x - displacement.y / Y_ROTATION_DISPLACEMENT_FACTOR, // Y displacement rotates around X axis
mRotationStart.y + displacement.x / X_ROTATION_DISPLACEMENT_FACTOR ); // X displacement rotates around Y axis
Quaternion rotation = Quaternion( Radian( mModels[mSelectedModelIndex].rotation.x ), Vector3::XAXIS) *
Quaternion( Radian( mModels[mSelectedModelIndex].rotation.y ), Vector3::YAXIS);
//Apply rotation.
mModels[mSelectedModelIndex].control.SetOrientation( rotation );
break;
}
case LIGHT_TAG: //Drag light
{
//Set light source to new position and update the models accordingly.
mLightSource.SetPosition( Vector3( point.screen ) );
UpdateLight();
break;
}
}
break;
}
case TouchPoint::Interrupted: //Same as finished.
case TouchPoint::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 shaders.
bool OnChangeShaderClicked( 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.SetLabelText( " > " );
}
else //Unpause all animations again.
{
for( int i = 0; i < NUM_MESHES ; ++i )
{
mModels[i].rotationAnimation.Play();
}
button.SetLabelText( " || " );
}
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.state == 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 mPanStart;
Vector2 mRotationStart;
int mModelIndex; //Index of model to load.
int mShadingModeIndex; //Index of shader type 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.
};
// Entry point for Linux & Tizen applications
//
int main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );
MeshVisualController test( application );
application.MainLoop();
return 0;
}