2 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-scene3d/internal/model-components/model-node-impl.h>
22 #include <dali/integration-api/debug.h>
23 #include <dali/public-api/object/type-registry-helper.h>
24 #include <dali/public-api/object/type-registry.h>
27 #include <dali-scene3d/internal/light/light-impl.h>
28 #include <dali-scene3d/internal/model-components/model-primitive-impl.h>
39 * Creates control through type registry
43 return Scene3D::ModelNode::New();
46 // Setup properties, signals and actions using the type-registry.
47 DALI_TYPE_REGISTRATION_BEGIN(Scene3D::ModelNode, Dali::CustomActor, Create);
48 DALI_TYPE_REGISTRATION_END()
49 } // unnamed namespace
51 Dali::Scene3D::ModelNode ModelNode::New()
53 // Create the implementation, temporarily owned on stack
54 IntrusivePtr<ModelNode> nodeImpl = new ModelNode();
56 // Pass ownership to handle
57 Scene3D::ModelNode handle(*nodeImpl);
59 // Second-phase init of the implementation
60 // This can only be done after the CustomActor connection has been made...
61 nodeImpl->Initialize();
66 ModelNode::ModelNode()
67 : CustomActorImpl(ActorFlags::DISABLE_SIZE_NEGOTIATION)
71 ModelNode::~ModelNode()
75 void ModelNode::Initialize()
80 void ModelNode::OnInitialize()
84 void ModelNode::OnSceneConnection(int depth)
88 void ModelNode::OnSceneDisconnection()
92 void ModelNode::OnChildAdd(Actor& child)
96 void ModelNode::OnChildRemove(Actor& child)
100 void ModelNode::OnPropertySet(Property::Index index, const Property::Value& propertyValue)
104 void ModelNode::OnSizeSet(const Vector3& targetSize)
108 void ModelNode::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
110 // @todo size negotiate background to new size, animate as well?
113 void ModelNode::OnRelayout(const Vector2& size, RelayoutContainer& container)
117 void ModelNode::OnSetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension)
121 Vector3 ModelNode::GetNaturalSize()
123 return Vector3::ZERO;
126 float ModelNode::CalculateChildSize(const Dali::Actor& child, Dimension::Type dimension)
131 float ModelNode::GetHeightForWidth(float width)
136 float ModelNode::GetWidthForHeight(float height)
141 bool ModelNode::RelayoutDependentOnChildren(Dimension::Type dimension)
146 void ModelNode::OnCalculateRelayoutSize(Dimension::Type dimension)
150 void ModelNode::OnLayoutNegotiated(float size, Dimension::Type dimension)
154 ModelNode& GetImplementation(Dali::Scene3D::ModelNode& handle)
156 CustomActorImpl& customInterface = handle.GetImplementation();
157 ModelNode& impl = dynamic_cast<Internal::ModelNode&>(customInterface);
161 const ModelNode& GetImplementation(const Dali::Scene3D::ModelNode& handle)
163 const CustomActorImpl& customInterface = handle.GetImplementation();
164 // downcast to control
165 const ModelNode& impl = dynamic_cast<const Internal::ModelNode&>(customInterface);
171 uint32_t ModelNode::GetModelPrimitiveCount() const
173 return static_cast<uint32_t>(mModelPrimitiveContainer.size());
176 void ModelNode::AddModelPrimitive(Dali::Scene3D::ModelPrimitive modelPrimitive)
178 for(auto&& primitive : mModelPrimitiveContainer)
180 if(primitive == modelPrimitive)
186 mModelPrimitiveContainer.push_back(modelPrimitive);
189 GetImplementation(modelPrimitive).AddPrimitiveObserver(this);
190 if(mDiffuseTexture && mSpecularTexture)
192 GetImplementation(modelPrimitive).SetImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor, mSpecularMipmapLevels);
195 GetImplementation(modelPrimitive).UpdateShader(mShaderManager);
197 Dali::Renderer renderer = GetImplementation(modelPrimitive).GetRenderer();
200 uint32_t rendererCount = self.GetRendererCount();
202 for(uint32_t i = 0; i < rendererCount; ++i)
204 if(renderer == self.GetRendererAt(i))
212 self.AddRenderer(renderer);
217 void ModelNode::RemoveModelPrimitive(Dali::Scene3D::ModelPrimitive modelPrimitive)
219 uint32_t primitiveCount = GetModelPrimitiveCount();
220 for(uint32_t i = 0; i < primitiveCount; ++i)
222 if(mModelPrimitiveContainer[i] != modelPrimitive)
227 RemoveModelPrimitive(i);
232 void ModelNode::RemoveModelPrimitive(uint32_t index)
234 if(index >= mModelPrimitiveContainer.size())
239 GetImplementation(mModelPrimitiveContainer[index]).UpdateShader(nullptr);
242 GetImplementation(mModelPrimitiveContainer[index]).RemovePrimitiveObserver(this);
244 Dali::Renderer renderer = GetImplementation(mModelPrimitiveContainer[index]).GetRenderer();
247 self.RemoveRenderer(renderer);
250 mModelPrimitiveContainer.erase(mModelPrimitiveContainer.begin() + index);
253 Dali::Scene3D::ModelPrimitive ModelNode::GetModelPrimitive(uint32_t index) const
255 if(index < mModelPrimitiveContainer.size())
257 return mModelPrimitiveContainer[index];
259 return Scene3D::ModelPrimitive();
262 Scene3D::ModelNode ModelNode::FindChildModelNodeByName(std::string_view nodeName)
264 Actor childActor = Self().FindChildByName(nodeName);
265 return Scene3D::ModelNode::DownCast(childActor);
268 void ModelNode::RetrieveBlendShapeNames(std::vector<std::string>& blendShapeNames) const
270 blendShapeNames.reserve(blendShapeNames.size() + mBlendShapeIndexMap.size());
271 for(const auto& iter : mBlendShapeIndexMap)
273 blendShapeNames.push_back(iter.first);
277 Loader::BlendShapes::Index ModelNode::GetBlendShapeIndexByName(std::string_view blendShapeName) const
279 auto iter = mBlendShapeIndexMap.find(std::string(blendShapeName));
280 if(iter != mBlendShapeIndexMap.end())
284 return Loader::BlendShapes::INVALID_INDEX;
287 void ModelNode::SetImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float iblScaleFactor, uint32_t specularMipmapLevels)
289 mDiffuseTexture = diffuseTexture;
290 mSpecularTexture = specularTexture;
291 mIblScaleFactor = iblScaleFactor;
292 mSpecularMipmapLevels = specularMipmapLevels;
293 for(auto&& primitive : mModelPrimitiveContainer)
295 GetImplementation(primitive).SetImageBasedLightTexture(diffuseTexture, specularTexture, iblScaleFactor, specularMipmapLevels);
299 void ModelNode::SetImageBasedLightScaleFactor(float iblScaleFactor)
301 mIblScaleFactor = iblScaleFactor;
302 for(auto&& primitive : mModelPrimitiveContainer)
304 GetImplementation(primitive).SetImageBasedLightScaleFactor(iblScaleFactor);
308 void ModelNode::UpdateShader(Scene3D::Loader::ShaderManagerPtr shaderManager)
310 if(mShaderManager != shaderManager)
312 mShaderManager = shaderManager;
313 for(auto&& primitive : mModelPrimitiveContainer)
315 GetImplementation(primitive).UpdateShader(mShaderManager);
320 void ModelNode::SetBlendShapeData(Scene3D::Loader::BlendShapes::BlendShapeData& data, Scene3D::ModelPrimitive primitive)
322 // Update mBlendShapeIndexMap
323 mBlendShapeIndexMap.clear();
324 const auto blendShapeCount = data.names.size();
325 for(Loader::BlendShapes::Index index = 0u; index < blendShapeCount; ++index)
327 auto& name = data.names[index];
330 mBlendShapeIndexMap[name] = index;
334 GetImplementation(primitive).SetBlendShapeData(data);
337 void ModelNode::SetBoneMatrix(const Matrix& inverseMatrix, Scene3D::ModelPrimitive primitive, Scene3D::Loader::Index& boneIndex)
339 Dali::Scene3D::Loader::Skinning::BoneData boneData;
340 boneData.primitive = primitive;
341 boneData.boneIndex = boneIndex;
342 char propertyNameBuffer[32];
343 snprintf(propertyNameBuffer, sizeof(propertyNameBuffer), "%s[%d]", Dali::Scene3D::Loader::Skinning::BONE_UNIFORM_NAME, boneIndex);
344 boneData.propertyName = propertyNameBuffer;
345 boneData.inverseMatrix = inverseMatrix;
346 mBoneDataContainer.push_back(std::move(boneData));
348 UpdateBoneMatrix(primitive);
351 void ModelNode::OnRendererCreated(Renderer renderer)
353 Self().AddRenderer(renderer);
356 void ModelNode::UpdateBoneMatrix(Scene3D::ModelPrimitive primitive)
358 for(auto&& boneData : mBoneDataContainer)
360 if(boneData.primitive != primitive)
365 Dali::Renderer renderer = GetImplementation(primitive).GetRenderer();
371 if(boneData.constraint)
373 boneData.constraint.Remove();
374 boneData.constraint.Reset();
377 auto propBoneXform = renderer.GetPropertyIndex(boneData.propertyName);
378 if(propBoneXform == Property::INVALID_INDEX)
380 propBoneXform = renderer.RegisterProperty(boneData.propertyName, Matrix{false});
383 Matrix inverseMatrix = boneData.inverseMatrix;
384 // Constrain bone matrix to joint transform.
385 boneData.constraint = Constraint::New<Matrix>(renderer, propBoneXform, [inverseMatrix](Matrix& output, const PropertyInputContainer& inputs) { Matrix::Multiply(output, inverseMatrix, inputs[0]->GetMatrix()); });
387 Actor joint = Self();
388 boneData.constraint.AddSource(Source{joint, Actor::Property::WORLD_MATRIX});
389 boneData.constraint.ApplyPost();
394 } // namespace Internal
396 } // namespace Scene3D