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/controls/model/model-impl.h>
28 #include <dali-scene3d/internal/light/light-impl.h>
29 #include <dali-scene3d/internal/model-components/model-primitive-impl.h>
40 * Creates control through type registry
44 return Scene3D::ModelNode::New();
47 // Setup properties, signals and actions using the type-registry.
48 DALI_TYPE_REGISTRATION_BEGIN(Scene3D::ModelNode, Dali::CustomActor, Create);
49 DALI_TYPE_REGISTRATION_END()
50 } // unnamed namespace
52 Dali::Scene3D::ModelNode ModelNode::New()
54 // Create the implementation, temporarily owned on stack
55 IntrusivePtr<ModelNode> nodeImpl = new ModelNode();
57 // Pass ownership to handle
58 Scene3D::ModelNode handle(*nodeImpl);
60 // Second-phase init of the implementation
61 // This can only be done after the CustomActor connection has been made...
62 nodeImpl->Initialize();
67 ModelNode::ModelNode()
68 : CustomActorImpl(ActorFlags::DISABLE_SIZE_NEGOTIATION)
72 ModelNode::~ModelNode()
76 void ModelNode::Initialize()
81 void ModelNode::OnInitialize()
85 void ModelNode::OnSceneConnection(int depth)
89 void ModelNode::OnSceneDisconnection()
93 void ModelNode::OnChildAdd(Actor& child)
97 void ModelNode::OnChildRemove(Actor& child)
101 void ModelNode::OnPropertySet(Property::Index index, const Property::Value& propertyValue)
105 void ModelNode::OnSizeSet(const Vector3& targetSize)
109 void ModelNode::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
111 // @todo size negotiate background to new size, animate as well?
114 void ModelNode::OnRelayout(const Vector2& size, RelayoutContainer& container)
118 void ModelNode::OnSetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension)
122 Vector3 ModelNode::GetNaturalSize()
124 return Vector3::ZERO;
127 float ModelNode::CalculateChildSize(const Dali::Actor& child, Dimension::Type dimension)
132 float ModelNode::GetHeightForWidth(float width)
137 float ModelNode::GetWidthForHeight(float height)
142 bool ModelNode::RelayoutDependentOnChildren(Dimension::Type dimension)
147 void ModelNode::OnCalculateRelayoutSize(Dimension::Type dimension)
151 void ModelNode::OnLayoutNegotiated(float size, Dimension::Type dimension)
155 ModelNode& GetImplementation(Dali::Scene3D::ModelNode& handle)
157 CustomActorImpl& customInterface = handle.GetImplementation();
158 ModelNode& impl = dynamic_cast<Internal::ModelNode&>(customInterface);
162 const ModelNode& GetImplementation(const Dali::Scene3D::ModelNode& handle)
164 const CustomActorImpl& customInterface = handle.GetImplementation();
165 // downcast to control
166 const ModelNode& impl = dynamic_cast<const Internal::ModelNode&>(customInterface);
172 uint32_t ModelNode::GetModelPrimitiveCount() const
174 return static_cast<uint32_t>(mModelPrimitiveContainer.size());
177 void ModelNode::AddModelPrimitive(Dali::Scene3D::ModelPrimitive modelPrimitive, Loader::ShaderOption::HashType hash)
179 for(auto&& primitive : mModelPrimitiveContainer)
181 if(primitive == modelPrimitive)
187 mModelPrimitiveContainer.push_back(modelPrimitive);
190 GetImplementation(modelPrimitive).AddPrimitiveObserver(this);
191 if(mShadowMapTexture)
193 GetImplementation(modelPrimitive).SetShadowMapTexture(mShadowMapTexture);
196 if(mDiffuseTexture && mSpecularTexture)
198 GetImplementation(modelPrimitive).SetImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor, mSpecularMipmapLevels);
201 GetImplementation(modelPrimitive).UpdateShader(mShaderManager, hash);
203 Dali::Renderer renderer = GetImplementation(modelPrimitive).GetRenderer();
206 uint32_t rendererCount = self.GetRendererCount();
208 for(uint32_t i = 0; i < rendererCount; ++i)
210 if(renderer == self.GetRendererAt(i))
218 self.AddRenderer(renderer);
223 void ModelNode::RemoveModelPrimitive(Dali::Scene3D::ModelPrimitive modelPrimitive)
225 uint32_t primitiveCount = GetModelPrimitiveCount();
226 for(uint32_t i = 0; i < primitiveCount; ++i)
228 if(mModelPrimitiveContainer[i] != modelPrimitive)
233 RemoveModelPrimitive(i);
238 void ModelNode::RemoveModelPrimitive(uint32_t index)
240 if(index >= mModelPrimitiveContainer.size())
245 GetImplementation(mModelPrimitiveContainer[index]).UpdateShader(nullptr, 0u);
248 GetImplementation(mModelPrimitiveContainer[index]).RemovePrimitiveObserver(this);
250 Dali::Renderer renderer = GetImplementation(mModelPrimitiveContainer[index]).GetRenderer();
253 self.RemoveRenderer(renderer);
256 mModelPrimitiveContainer.erase(mModelPrimitiveContainer.begin() + index);
259 Dali::Scene3D::ModelPrimitive ModelNode::GetModelPrimitive(uint32_t index) const
261 if(index < mModelPrimitiveContainer.size())
263 return mModelPrimitiveContainer[index];
265 return Scene3D::ModelPrimitive();
268 Scene3D::ModelNode ModelNode::FindChildModelNodeByName(std::string_view nodeName)
270 Actor childActor = Self().FindChildByName(nodeName);
271 return Scene3D::ModelNode::DownCast(childActor);
274 void ModelNode::RetrieveBlendShapeNames(std::vector<std::string>& blendShapeNames) const
276 blendShapeNames.reserve(blendShapeNames.size() + mBlendShapeIndexMap.size());
277 for(const auto& iter : mBlendShapeIndexMap)
279 blendShapeNames.push_back(iter.first);
283 Loader::BlendShapes::Index ModelNode::GetBlendShapeIndexByName(std::string_view blendShapeName) const
285 auto iter = mBlendShapeIndexMap.find(std::string(blendShapeName));
286 if(iter != mBlendShapeIndexMap.end())
290 return Loader::BlendShapes::INVALID_INDEX;
293 void ModelNode::SetShadowMapTexture(Dali::Texture shadowMapTexture)
295 mShadowMapTexture = shadowMapTexture;
296 for(auto&& primitive : mModelPrimitiveContainer)
298 GetImplementation(primitive).SetShadowMapTexture(mShadowMapTexture);
302 void ModelNode::SetImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float iblScaleFactor, uint32_t specularMipmapLevels)
304 mDiffuseTexture = diffuseTexture;
305 mSpecularTexture = specularTexture;
306 mIblScaleFactor = iblScaleFactor;
307 mSpecularMipmapLevels = specularMipmapLevels;
308 for(auto&& primitive : mModelPrimitiveContainer)
310 GetImplementation(primitive).SetImageBasedLightTexture(diffuseTexture, specularTexture, iblScaleFactor, specularMipmapLevels);
314 void ModelNode::SetImageBasedLightScaleFactor(float iblScaleFactor)
316 mIblScaleFactor = iblScaleFactor;
317 for(auto&& primitive : mModelPrimitiveContainer)
319 GetImplementation(primitive).SetImageBasedLightScaleFactor(iblScaleFactor);
323 void ModelNode::UpdateShader(Scene3D::Loader::ShaderManagerPtr shaderManager)
325 if(mShaderManager != shaderManager)
327 mShaderManager = shaderManager;
328 for(auto&& primitive : mModelPrimitiveContainer)
330 GetImplementation(primitive).UpdateShader(mShaderManager, 0u);
335 void ModelNode::SetBlendShapeData(Scene3D::Loader::BlendShapes::BlendShapeData& data, Scene3D::ModelPrimitive primitive)
337 // Update mBlendShapeIndexMap
338 mBlendShapeIndexMap.clear();
339 const auto blendShapeCount = data.names.size();
340 for(Loader::BlendShapes::Index index = 0u; index < blendShapeCount; ++index)
342 auto& name = data.names[index];
345 mBlendShapeIndexMap[name] = index;
349 GetImplementation(primitive).SetBlendShapeData(data);
352 void ModelNode::SetBoneMatrix(const Matrix& inverseMatrix, Scene3D::ModelPrimitive primitive, Scene3D::Loader::Index& boneIndex)
354 Dali::Scene3D::Loader::Skinning::BoneData boneData;
355 boneData.primitive = primitive;
356 boneData.boneIndex = boneIndex;
357 char propertyNameBuffer[32];
358 snprintf(propertyNameBuffer, sizeof(propertyNameBuffer), "%s[%d]", Dali::Scene3D::Loader::Skinning::BONE_UNIFORM_NAME, boneIndex);
359 boneData.propertyName = propertyNameBuffer;
360 boneData.inverseMatrix = inverseMatrix;
361 mBoneDataContainer.push_back(std::move(boneData));
363 UpdateBoneMatrix(primitive);
366 void ModelNode::OnRendererCreated(Renderer renderer)
368 Self().AddRenderer(renderer);
371 void ModelNode::UpdateBoneMatrix(Scene3D::ModelPrimitive primitive)
373 for(auto&& boneData : mBoneDataContainer)
375 if(boneData.primitive != primitive)
380 Dali::Renderer renderer = GetImplementation(primitive).GetRenderer();
386 if(boneData.constraint)
388 boneData.constraint.Remove();
389 boneData.constraint.Reset();
392 auto propBoneXform = renderer.GetPropertyIndex(boneData.propertyName);
393 if(propBoneXform == Property::INVALID_INDEX)
395 propBoneXform = renderer.RegisterProperty(boneData.propertyName, Matrix{false});
398 Matrix inverseMatrix = boneData.inverseMatrix;
399 // Constrain bone matrix to joint transform.
400 boneData.constraint = Constraint::New<Matrix>(renderer, propBoneXform, [inverseMatrix](Matrix& output, const PropertyInputContainer& inputs) { Matrix::Multiply(output, inverseMatrix, inputs[0]->GetMatrix()); });
402 Actor joint = Self();
403 boneData.constraint.AddSource(Source{joint, Actor::Property::WORLD_MATRIX});
404 boneData.constraint.ApplyPost();
409 void ModelNode::SetColliderMesh(ColliderMeshUniquePtr&& colliderMesh)
411 if(!colliderMesh && !mColliderMesh)
416 if(!mParentModel) // find parent model if not set
418 auto parent = Self().GetParent();
421 auto modelHandle = Scene3D::Model::DownCast(parent);
424 mParentModel = &GetImpl(modelHandle);
427 parent = parent.GetParent();
431 // Resetting collider mesh if argument is nullptr
432 auto handle = Scene3D::ModelNode::DownCast(Self());
435 if(mColliderMesh || colliderMesh == nullptr)
437 mParentModel->RemoveColliderMesh(handle);
439 mParentModel->RegisterColliderMesh(handle, *colliderMesh);
442 mColliderMesh = std::move(colliderMesh);
445 bool ModelNode::HasColliderMesh() const
447 return mColliderMesh != nullptr;
450 const Scene3D::Algorithm::ColliderMesh& ModelNode::GetColliderMesh() const
452 return *mColliderMesh;
455 } // namespace Internal
457 } // namespace Scene3D