#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 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; }