mesh-renderer-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 renderer 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 shader options.
const char * const SHADER_TYPE[] =
{
"allTextures",
"diffuseTexture",
"textureless"
};
//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 = 0.45f;
} //End namespace
class SharedMeshRendererController : public ConnectionTracker
{
public:
SharedMeshRendererController( Application& application )
: mApplication( application ), //Store handle to the application.
mModelIndex( 1 ), //Start with metal robot.
mShaderIndex( 0 ), //Start with all textures.
mSelectedModelIndex( 0 ) //Non-valid default, which will get set to a correct value when used.
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect( this, &SharedMeshRendererController::Create );
}
~SharedMeshRendererController()
{
}
// 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();
}
//Sets up the on-screen elements.
void LoadScene()
{
Stage stage = Stage::GetCurrent();
//Set up 3D layer to place objects on.
Layer layer = Layer::New();
layer.SetParentOrigin( ParentOrigin::CENTER );
layer.SetAnchorPoint( AnchorPoint::CENTER );
layer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
layer.SetBehavior( Layer::LAYER_3D );
stage.Add( layer );
//Containers to house each renderer-holding-actor, to provide a constant hitbox for pan detection.
Actor container1 = Actor::New();
container1.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
container1.SetSizeModeFactor( Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );
container1.SetParentOrigin( ParentOrigin::CENTER );
container1.SetAnchorPoint( AnchorPoint::CENTER );
container1.SetPosition( stage.GetSize().width * 0.25, 0.0 ); //Place on right half of screen.
container1.RegisterProperty( "Tag", Property::Value( 0 ) ); // Used to identify this actor and index into the model.
layer.Add( container1 );
Actor container2 = Actor::New();
container2.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
container2.SetSizeModeFactor( Vector3( MODEL_SCALE / 2, MODEL_SCALE / 2, 0.0f ) );
container2.SetParentOrigin( ParentOrigin::CENTER );
container2.SetAnchorPoint( AnchorPoint::CENTER );
container2.SetPosition( stage.GetSize().width * -0.25, 0.0 ); //Place on left half of screen.
container2.RegisterProperty( "Tag", Property::Value( 1 ) ); // Used to identify this actor and index into the model.
layer.Add( container2 );
//Attach gesture detector to pan models when rotated.
mPanGestureDetector = PanGestureDetector::New();
mPanGestureDetector.Attach( container1 );
mPanGestureDetector.Attach( container2 );
mPanGestureDetector.DetectedSignal().Connect( this, &SharedMeshRendererController::OnPan );
//Create actors to display meshes.
Control control1 = Control::New();
control1.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
control1.SetParentOrigin( ParentOrigin::CENTER );
control1.SetAnchorPoint( AnchorPoint::CENTER );
container1.Add( control1 );
Control control2 = Control::New();
control2.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
control2.SetParentOrigin( ParentOrigin::CENTER );
control2.SetAnchorPoint( AnchorPoint::CENTER );
container2.Add( control2 );
//Make actors spin to demonstrate 3D.
Animation rotationAnimation1 = Animation::New( 15.0f );
rotationAnimation1.AnimateBy( Property( control1, Actor::Property::ORIENTATION ),
Quaternion( Degree( 0.0f ), Degree( 360.0f ), Degree( 0.0f ) ) );
rotationAnimation1.SetLooping( true );
rotationAnimation1.Play();
Animation rotationAnimation2 = Animation::New( 15.0f );
rotationAnimation2.AnimateBy( Property( control2, Actor::Property::ORIENTATION ),
Quaternion( Degree( 0.0f ), Degree( -360.0f ), Degree( 0.0f ) ) );
rotationAnimation2.SetLooping( true );
rotationAnimation2.Play();
//Store model information in corresponding structs.
mModels[0].control = control1;
mModels[0].rotation.x = 0.0f;
mModels[0].rotation.y = 0.0f;
mModels[0].rotationAnimation = rotationAnimation1;
mModels[1].control = control2;
mModels[1].rotation.x = 0.0f;
mModels[1].rotation.y = 0.0f;
mModels[1].rotationAnimation = rotationAnimation2;
//Calling this sets the model in the two actors.
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, &SharedMeshRendererController::OnChangeModelClicked );
modelButton.SetParentOrigin( Vector3( 0.1, 0.9, 0.5 ) ); //Offset from bottom left
modelButton.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
modelButton.SetLabelText( "Change Model" );
layer.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, &SharedMeshRendererController::OnChangeShaderClicked );
shaderButton.SetParentOrigin( Vector3( 0.9, 0.9, 0.5 ) ); //Offset from bottom right
shaderButton.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
shaderButton.SetLabelText( "Change Shader" );
layer.Add( shaderButton );
}
//Updates the displayed models to account for parameter changes.
void ReloadModel()
{
//Create mesh property map
Property::Map map;
map.Insert( "rendererType", "mesh" );
map.Insert( "objectUrl", MODEL_FILE[mModelIndex] );
map.Insert( "materialUrl", MATERIAL_FILE[mModelIndex] );
map.Insert( "texturesPath", TEXTURES_PATH );
map.Insert( "shaderType", SHADER_TYPE[mShaderIndex] );
//Set the two controls to use the mesh
mModels[0].control.SetProperty( Control::Property::BACKGROUND, Property::Value( map ) );
mModels[1].control.SetProperty( Control::Property::BACKGROUND, Property::Value( map ) );
}
//Rotates the panned model based on the gesture.
void OnPan( Actor actor, const PanGesture& gesture )
{
switch( gesture.state )
{
case Gesture::Started:
{
//Find out which model has been selected
actor.GetProperty( actor.GetPropertyIndex( "Tag" ) ).Get( mSelectedModelIndex );
//Pause current animation, as the gesture will be used to manually rotate the model
mModels[mSelectedModelIndex].rotationAnimation.Pause();
break;
}
case Gesture::Continuing:
{
//Rotate based off the gesture.
mModels[mSelectedModelIndex].rotation.x -= gesture.displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
mModels[mSelectedModelIndex].rotation.y += gesture.displacement.x / Y_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);
mModels[mSelectedModelIndex].control.SetOrientation( rotation );
break;
}
case Gesture::Finished:
{
//Return to automatic animation
mModels[mSelectedModelIndex].rotationAnimation.Play();
break;
}
case Gesture::Cancelled:
{
//Return to automatic animation
mModels[mSelectedModelIndex].rotationAnimation.Play();
break;
}
default:
{
//We can ignore other gestures and gesture states.
break;
}
}
}
//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 )
{
++mShaderIndex %= 3;
ReloadModel();
return true;
}
private:
Application& mApplication;
//The models displayed on screen, including information about rotation.
Model mModels[2];
//Used to detect panning to rotate the selected model.
PanGestureDetector mPanGestureDetector;
int mModelIndex; //Index of model to load.
int mShaderIndex; //Index of shader type to use.
int mSelectedModelIndex; //Index of model selected on screen.
};
void RunTest( Application& application )
{
SharedMeshRendererController test( application );
application.MainLoop();
}
// Entry point for Linux & Tizen applications
//
int main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );
RunTest( application );
return 0;
}