#include #include 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; }