metaball-explosion-example.cpp
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/*
* Copyright (c) 2014 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 <cstdio>
#include <string>
//Internal includes
#include <dali/dali.h>
#include <dali/devel-api/rendering/renderer.h>
#include <dali-toolkit/dali-toolkit.h>
#include "shared/view.h"
#include "shared/utility.h"
using namespace Dali;
using namespace Dali::Toolkit;
namespace
{
const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-2.jpg" );
const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
const float GRAVITY_X(0);
const float GRAVITY_Y(-0.09);
}
#define METABALL_NUMBER 6
const char*const METABALL_VERTEX_SHADER = DALI_COMPOSE_SHADER (
attribute mediump vec2 aPosition;\n
attribute mediump vec2 aTexture;\n
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform lowp vec4 uColor;\n
varying mediump vec2 vTexCoord;\n
void main()\n
{\n
vTexCoord = aTexture;\n
mediump vec4 vertexPosition = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n
gl_Position = uMvpMatrix * vertexPosition;\n
}\n
);
const char*const METABALL_FRAG_SHADER = DALI_COMPOSE_SHADER (
precision mediump float;\n
varying vec2 vTexCoord;\n
uniform vec2 uPositionMetaball;\n
uniform vec2 uPositionVar;\n
uniform vec2 uGravityVector;\n
uniform float uRadius;\n
uniform float uRadiusVar;\n
void main()\n
{\n
vec2 adjustedCoords = vTexCoord * 2.0 - 1.0;\n
vec2 finalMetaballPosition = uPositionMetaball + uGravityVector + uPositionVar;\n
\n
float finalRadius = uRadius + uRadiusVar;\n
vec2 distanceVec = adjustedCoords - finalMetaballPosition;\n
float result = dot(distanceVec, distanceVec);\n
float color = inversesqrt(result) * finalRadius;\n
\n
gl_FragColor = vec4(color,color,color,1.0);\n
}\n
);
const char*const REFRACTION_FRAG_SHADER = DALI_COMPOSE_SHADER (
precision highp float;\n
varying vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
uniform sampler2D sEffect;\n
uniform vec2 uPositionMetaball;\n
void main()\n
{\n
vec2 zoomCoords;\n
vec3 normal = vec3(0.0,0.0,1.0);\n
vec2 fakePos = vec2(0.0,0.0);\n
vec3 color = vec3(1.0, 1.0, 1.0);
float ambient = 0.2;
\n
vec4 metaColor = texture2D(sEffect, vTexCoord);\n
\n
vec2 adjustedCoords = vTexCoord.xy * vec2(2.0) - vec2(1.0);\n
fakePos = adjustedCoords.xy - vec2(uPositionMetaball.x, -uPositionMetaball.y);
float len = length(fakePos) + 0.01;\n
vec3 colorPos = vec3(0,0,1);
\n
if (metaColor.r > 0.85)\n
{\n
zoomCoords = ((vTexCoord - 0.5) * 0.9);\n
zoomCoords = zoomCoords + 0.5;\n
\n
float interpNormal = mix(0.7, 1.0, (metaColor.r - 0.85) * 4.);\n
normal.xyz = vec3(fakePos.x * (1.0 - interpNormal) / len, fakePos.y * (1.0 - interpNormal) / len, interpNormal);\n
normal.xyz = normalize(normal.xyz);\n
color = vec3(0.65, 1.0, 0);\n
colorPos = vec3(fakePos.x,fakePos.y,0);
}\n
else if (metaColor.r > 0.75)\n
{\n
float interpolation = mix(0.9, 1.15, (0.85 - metaColor.r) * 10.0);\n
zoomCoords = ((vTexCoord - 0.5) * interpolation);\n
zoomCoords = zoomCoords + 0.5;\n
\n
float interpNormal = mix(0.7, 0.0, (0.85 - metaColor.r) * 10.0);\n
normal.xyz = vec3(fakePos.x * (1.0 - interpNormal) / len, fakePos.y * (1.0 - interpNormal) / len, interpNormal);\n
normal.xyz = normalize(normal.xyz);\n
color = vec3(0.65, 1.0, 0);\n
colorPos = vec3(fakePos.x,fakePos.y,0);
}\n
else\n
{\n
zoomCoords = vTexCoord;\n
normal = vec3(0,0,0);\n
ambient = 0.5;\n
}\n
\n
vec3 lightPosition = vec3(-750.0,-1000.0,2000.0);\n
vec3 vertex = vec3(adjustedCoords.x,adjustedCoords.y,0.0);\n
\n
vec3 vecToLight = normalize( lightPosition - vertex );\n
\n
float lightDiffuse = dot( vecToLight, normal );\n
lightDiffuse = max(0.0,lightDiffuse);\n
lightDiffuse = lightDiffuse * 0.5 + 0.5;
\n
vec3 vertexToEye = vec3(0,0,1) - vertex;\n
vertexToEye = normalize(vertexToEye);
vec3 lightReflect = normalize(reflect(-vecToLight, normal));\n
float specularFactor = max(0.0,dot(vertexToEye, lightReflect));\n
specularFactor = pow(specularFactor, 32.0) * 0.7;
\n
vec4 texColor = texture2D(sTexture, zoomCoords);\n
gl_FragColor.rgb = texColor.rgb * ambient + color.rgb * texColor.rgb * lightDiffuse + vec3(specularFactor);\n
gl_FragColor.a = 1.0;
}\n
);
const char*const FRAG_SHADER = DALI_COMPOSE_SHADER (
precision mediump float;\n
void main()\n
{\n
gl_FragColor = texture2D(sTexture, vTexCoord);\n
}\n
);
struct MetaballInfo
{
Actor actor;
Vector2 position;
float radius;
float initRadius;
//new shader stuff
Property::Index positionIndex;
Property::Index positionVarIndex;
};
/**************************************************************************/
/* Demo using Metaballs ***********/
/* When the metaball is clicked it explodes in different balls ***********/
/**************************************************************************/
class MetaballExplosionController : public ConnectionTracker
{
public:
MetaballExplosionController( Application& application );
~MetaballExplosionController();
/**
* Main create function, it creates the metaballs and all the related data
*/
void Create( Application& app );
/**
* Touch event function
*/
bool OnTouch( Actor actor, const TouchData& touch );
/**
* Key event function
*/
void OnKeyEvent(const KeyEvent& event);
private:
Application& mApplication;
Vector2 mScreenSize;
Layer mContentLayer;
Image mBackImage;
FrameBufferImage mMetaballFBO;
Actor mMetaballRoot;
MetaballInfo mMetaballs[METABALL_NUMBER];
Property::Index mPositionIndex;
Actor mCompositionActor;
//Motion
Vector2 mCurrentTouchPosition;
Vector2 mMetaballPosVariation;
Vector2 mMetaballPosVariationFrom;
Vector2 mMetaballPosVariationTo;
Vector2 mMetaballCenter;
//Animations
Animation mPositionVarAnimation[METABALL_NUMBER];
int mDispersion;
Animation mDispersionAnimation[METABALL_NUMBER];
Timer mTimerDispersion;
float mTimeMult;
//Private functions
/**
* Create a mesh data with the geometry for the metaball rendering
*/
Geometry CreateGeometry();
/**
* Create a mesh data with the geometry for the final composition
*/
Geometry CreateGeometryComposition();
/**
* Create a mesh actor for the metaballs
*/
void CreateMetaballActors();
/**
* Create the render task and FBO to render the metaballs into a texture
*/
void CreateMetaballImage();
/**
* Create a mesh image to render the final composition
*/
void AddRefractionImage();
/**
* Function to create animations for the small variations of position inside the metaball
*/
void CreateAnimations();
/**
* Function to reset metaball state
*/
void ResetMetaballs(bool resetAnims);
/**
* Function to create disperse each of the ball that compose the metaball when exploding
*/
void DisperseBallAnimation(int ball);
/**
* Function to make metaballs come back to reset position
*/
void LaunchResetMetaballPosition(Animation &source);
/**
* Function to set things at the end of the animation
*/
void EndDisperseAnimation(Animation &source);
/**
* Function to init dispersion of the metaballs one by one using a timer
* (so not all the balls begin moving at the same time)
*/
bool OnTimerDispersionTick();
/**
* Function to set the actual position of the metaballs when the user clicks the screen
*/
void SetPositionToMetaballs(Vector2 & metaballCenter);
};
//-----------------------------------------------------------------------------------------------
//
// IMPLEMENTATION
//
//----------------
MetaballExplosionController::MetaballExplosionController( Application& application )
: mApplication( application )
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect( this, &MetaballExplosionController::Create );
}
MetaballExplosionController::~MetaballExplosionController()
{
// Nothing to do here;
}
void MetaballExplosionController::Create( Application& app )
{
Stage stage = Stage::GetCurrent();
stage.KeyEventSignal().Connect(this, &MetaballExplosionController::OnKeyEvent);
mScreenSize = stage.GetSize();
mTimeMult = 1.0f;
stage.SetBackgroundColor(Color::BLACK);
//Set background image for the view
mBackImage = DemoHelper::LoadImage( BACKGROUND_IMAGE );
srand((unsigned)time(0));
//Create internal data
CreateMetaballActors();
CreateMetaballImage();
AddRefractionImage();
CreateAnimations();
mDispersion = 0;
mTimerDispersion = Timer::New( 150 );
mTimerDispersion.TickSignal().Connect(this, &MetaballExplosionController::OnTimerDispersionTick);
// Connect the callback to the touch signal on the mesh actor
stage.GetRootLayer().TouchSignal().Connect( this, &MetaballExplosionController::OnTouch );
}
Geometry MetaballExplosionController::CreateGeometry()
{
float aspect = (float)mScreenSize.y / (float)mScreenSize.x;
// Create vertices and specify their color
float xsize = mScreenSize.x * 0.5;
//We create the meshdata for the metaballs
struct VertexPosition { Vector2 position; };
struct VertexTexture { Vector2 texture; };
struct VertexNormal { Vector3 normal; };
VertexPosition vertices[] = {
{ Vector2( -xsize, -xsize * aspect) },
{ Vector2( xsize, -xsize * aspect) },
{ Vector2( -xsize, xsize * aspect) },
{ Vector2( xsize, xsize * aspect) }
};
VertexTexture textures[] = {
{ Vector2(0.0f, 0.0f) },
{ Vector2(1.0f, 0.0f) },
{ Vector2(0.0f, 1.0f * aspect) },
{ Vector2(1.0f, 1.0f * aspect) }
};
unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);
//Vertices
Property::Map positionVertexFormat;
positionVertexFormat["aPosition"] = Property::VECTOR2;
PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
positionVertices.SetData( vertices, numberOfVertices );
//Textures
Property::Map textureVertexFormat;
textureVertexFormat["aTexture"] = Property::VECTOR2;
PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
textureVertices.SetData( textures, numberOfVertices );
//Indices
unsigned short 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;
}
Geometry MetaballExplosionController::CreateGeometryComposition()
{
float aspect = (float)mScreenSize.y / (float)mScreenSize.x;
// Create vertices and specify their color
float xsize = mScreenSize.x * 0.5;
//We create the meshdata for the metaballs
struct VertexPosition { Vector2 position; };
struct VertexTexture { Vector2 texture; };
struct VertexNormal { Vector3 normal; };
VertexPosition vertices[] = {
{ Vector2( -xsize, -xsize * aspect) },
{ Vector2( xsize, -xsize * aspect) },
{ Vector2( -xsize, xsize * aspect) },
{ Vector2( xsize, xsize * aspect) }
};
VertexTexture textures[] = {
{ Vector2(0.0f, 0.0f) },
{ Vector2(1.0f, 0.0f) },
{ Vector2(0.0f, 1.0f) },
{ Vector2(1.0f, 1.0f) }
};
unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);
//Vertices
Property::Map positionVertexFormat;
positionVertexFormat["aPosition"] = Property::VECTOR2;
PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
positionVertices.SetData( vertices, numberOfVertices );
//Textures
Property::Map textureVertexFormat;
textureVertexFormat["aTexture"] = Property::VECTOR2;
PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
textureVertices.SetData( textures, numberOfVertices );
//Indices
unsigned short 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;
}
float randomNumber(float lowest, float highest)
{
float range=(highest-lowest);
return lowest+range*rand()/RAND_MAX;
}
void MetaballExplosionController::CreateMetaballActors()
{
//Create the shader for the metaballs
Shader shader = Shader::New( METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER );
Geometry metaballGeom = CreateGeometry();
Renderer renderer = Renderer::New( metaballGeom, 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 );
//Initialization of each of the metaballs
for( int i = 0; i < METABALL_NUMBER; i++ )
{
mMetaballs[i].position = Vector2(0.0f, 0.0f);
mMetaballs[i].radius = mMetaballs[i].initRadius = randomNumber(0.05f,0.07f);
mMetaballs[i].actor = Actor::New( );
mMetaballs[i].actor.SetName("Metaball");
mMetaballs[i].actor.SetScale( 1.0f );
mMetaballs[i].actor.SetParentOrigin( 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].actor.RegisterProperty( "uGravityVector", Vector2(randomNumber(-0.2,0.2),randomNumber(-0.2,0.2)) );
mMetaballs[i].actor.RegisterProperty( "uRadius", mMetaballs[i].radius );
mMetaballs[i].actor.RegisterProperty( "uRadiusVar", 0.f );
mMetaballs[i].actor.SetSize(400, 400);
}
//Root creation
mMetaballRoot = Actor::New();
mMetaballRoot.SetParentOrigin( ParentOrigin::CENTER );
for( int i = 0; i < METABALL_NUMBER; i++ )
{
mMetaballRoot.Add( mMetaballs[i].actor );
}
//Initialization of variables related to metaballs
mMetaballPosVariation = Vector2(0,0);
mMetaballPosVariationFrom = Vector2(0,0);
mMetaballPosVariationTo = Vector2(0,0);
mCurrentTouchPosition = Vector2(0,0);
}
void MetaballExplosionController::CreateMetaballImage()
{
//We create an FBO and a render task to create to render the metaballs with a fragment shader
Stage stage = Stage::GetCurrent();
mMetaballFBO = FrameBufferImage::New(mScreenSize.x, mScreenSize.y, Pixel::RGBA8888, RenderBuffer::COLOR_DEPTH);
stage.Add(mMetaballRoot);
//Creation of the render task used to render the metaballs
RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
RenderTask task = taskList.CreateTask();
task.SetRefreshRate( RenderTask::REFRESH_ALWAYS );
task.SetSourceActor( mMetaballRoot );
task.SetExclusive(true);
task.SetClearColor( Color::BLACK );
task.SetClearEnabled( true );
task.SetTargetFrameBuffer( mMetaballFBO );
}
void MetaballExplosionController::AddRefractionImage()
{
//Create Gaussian blur for the rendered image
FrameBufferImage fbo;
fbo = FrameBufferImage::New( mScreenSize.x, mScreenSize.y, Pixel::RGBA8888, RenderBuffer::COLOR_DEPTH);
GaussianBlurView gbv = GaussianBlurView::New(5, 2.0f, Pixel::RGBA8888, 0.5f, 0.5f, true);
gbv.SetBackgroundColor(Color::TRANSPARENT);
gbv.SetUserImageAndOutputRenderTarget( mMetaballFBO, fbo );
gbv.SetSize(mScreenSize.x, mScreenSize.y);
Stage::GetCurrent().Add(gbv);
gbv.Activate();
//Create new shader
Shader shader = Shader::New( METABALL_VERTEX_SHADER, REFRACTION_FRAG_SHADER );
//Create new texture set
TextureSet textureSet = TextureSet::New();
textureSet.SetImage( 0u, mBackImage );
textureSet.SetImage( 1u, fbo );
//Create geometry
Geometry metaballGeom = CreateGeometryComposition();
Renderer mRenderer = Renderer::New( metaballGeom, shader );
mRenderer.SetTextures( textureSet );
mCompositionActor = Actor::New( );
mCompositionActor.SetParentOrigin(ParentOrigin::CENTER);
mCompositionActor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y);
mCompositionActor.AddRenderer( mRenderer );
Vector2 metaballCenter(0.0,0);
metaballCenter.x = metaballCenter.x * 0.5;
metaballCenter.y = metaballCenter.y * 0.5;
mPositionIndex = mCompositionActor.RegisterProperty( "uPositionMetaball", metaballCenter );
SetPositionToMetaballs(metaballCenter);
mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y);
Stage stage = Stage::GetCurrent();
stage.Add( mCompositionActor );
}
void MetaballExplosionController::CreateAnimations()
{
Vector2 direction;
for( int i = 0; i < METABALL_NUMBER; i++ )
{
float key;
KeyFrames keySinCosVariation = KeyFrames::New();
Vector2 sinCosVariation(0,0);
direction.x = randomNumber(-100.f,100.f);
direction.y = randomNumber(-100.f,100.f);
direction.Normalize();
direction *= 0.1f;
for( int j = 0; j < 360; j++ )
{
sinCosVariation.x = sin(j * Math::PI/180.f) * direction.x;
sinCosVariation.y = cos(j * Math::PI/180.f) * direction.y;
key = j/360.f;
keySinCosVariation.Add(key, sinCosVariation);
}
mPositionVarAnimation[i] = Animation::New(3.f);
mPositionVarAnimation[i].AnimateBetween(Property( mMetaballs[i].actor, mMetaballs[i].positionVarIndex ), keySinCosVariation);
mPositionVarAnimation[i].SetLooping( true );
mPositionVarAnimation[i].Play();
}
}
void MetaballExplosionController::ResetMetaballs(bool resetAnims)
{
for( int i = 0; i < METABALL_NUMBER; i++ )
{
if (mDispersionAnimation[i])
mDispersionAnimation[i].Clear();
mMetaballs[i].position = Vector2(0.0f, 0.0f);
mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position);
}
mTimerDispersion.Stop();
mDispersion = 0;
mCompositionActor.SetProperty( mPositionIndex, Vector2(0,0) );
}
void MetaballExplosionController::DisperseBallAnimation(int ball)
{
Vector2 position;
position.x = randomNumber(-1.5f,1.5f);
position.y = randomNumber(-1.5f,1.5f);
mDispersionAnimation[ball] = Animation::New(2.0f * mTimeMult);
mDispersionAnimation[ball].AnimateTo( Property(mMetaballs[ball].actor, mMetaballs[ball].positionIndex), position);
mDispersionAnimation[ball].Play();
if( ball == METABALL_NUMBER - 1 )
mDispersionAnimation[ball].FinishedSignal().Connect( this, &MetaballExplosionController::LaunchResetMetaballPosition );
}
void MetaballExplosionController::LaunchResetMetaballPosition(Animation &source)
{
for( int i = 0; i < METABALL_NUMBER; i++ )
{
mDispersionAnimation[i] = Animation::New(1.5f + i*0.25f*mTimeMult);
mDispersionAnimation[i].AnimateTo(Property(mMetaballs[i].actor, mMetaballs[i].positionIndex), Vector2(0,0));
mDispersionAnimation[i].Play();
if( i == METABALL_NUMBER - 1 )
mDispersionAnimation[i].FinishedSignal().Connect( this, &MetaballExplosionController::EndDisperseAnimation );
}
}
void MetaballExplosionController::EndDisperseAnimation(Animation &source)
{
mCompositionActor.SetProperty( mPositionIndex, Vector2(0,0) );
}
bool MetaballExplosionController::OnTimerDispersionTick()
{
if( mDispersion < METABALL_NUMBER )
{
DisperseBallAnimation(mDispersion);
mDispersion++;
}
return true;
}
void MetaballExplosionController::SetPositionToMetaballs(Vector2 & metaballCenter)
{
//We set the position for the metaballs based on click position
for( int i = 0; i < METABALL_NUMBER; i++ )
{
mMetaballs[i].position = metaballCenter;
mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position);
}
mCompositionActor.SetProperty( mPositionIndex, metaballCenter );
}
bool MetaballExplosionController::OnTouch( Actor actor, const TouchData& touch )
{
float aspectR = mScreenSize.y / mScreenSize.x;
switch( touch.GetState( 0 ) )
{
case PointState::DOWN:
{
ResetMetaballs(true);
const Vector2 screen = touch.GetScreenPosition( 0 );
Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5) * 2.0;
SetPositionToMetaballs(metaballCenter);
break;
}
case PointState::MOTION:
{
const Vector2 screen = touch.GetScreenPosition( 0 );
Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5) * 2.0;
SetPositionToMetaballs(metaballCenter);
break;
}
case PointState::UP:
case PointState::LEAVE:
case PointState::INTERRUPTED:
{
mTimerDispersion.Start();
break;
}
default:
break;
}
return true;
}
void MetaballExplosionController::OnKeyEvent(const KeyEvent& event)
{
if(event.state == KeyEvent::Down)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{
mApplication.Quit();
}
}
}
//-----------------------------------------------------------------------------------------------
//
// Main functions
//
//-----------------------------------------------------------------------------------------------
void RunTest( Application& application )
{
MetaballExplosionController test( application );
application.MainLoop();
}
// Entry point for Linux & Tizen applications
//
int DALI_EXPORT_API main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );
RunTest( application );
return 0;
}