5 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
21 #include <dali/public-api/actors/camera-actor.h>
22 #include <dali/public-api/adaptor-framework/timer.h>
23 #include <dali/public-api/math/vector2.h>
26 * @brief The GameCamera class
27 * First-person camera implementation with handling user input
29 * GameCamera uses the DALi camera for displaying 3D game view.
30 * Additionally it handles simple user input by attaching fullscreen
31 * sized 'interceptor' Actor to the front of the CameraActor ( to be always
32 * parallel to the view ). It is necessary, as with changing camera orientation
33 * the the stage cannot be used as a touch signal receiver ( it will simply
34 * go offscreen with camera rotation ).
36 * DALi camera uses left-handed coordinate system.
38 * The control scheme assumes that left half of the screen is responsible for
39 * movement, the right half of screen is a rotation.
41 class GameCamera : public Dali::ConnectionTracker
46 * Creates an instance of GameCamera
51 * Destroys an instance of GameCamera
56 * Initialise with given fovY, near, far
57 * @param[in] fovY Field of view in degrees
58 * @param[in] near Near plane
59 * @param[in] far Far Plane
61 void Initialise( float fov, float near, float far );
64 * Retrieves actor associated with camera object
65 * @return Returns camera actor
67 Dali::CameraActor GetCameraActor();
72 * Sets up a perspective camera using Dali default camera
74 void InitialiseDefaultCamera();
77 * Creates 'interceptor' actor. Interceptor actor is always parallel
78 * to the camera and positioned little bit in front of it in order to
79 * intercept user input.
81 void CreateInterceptorActor();
84 * Handles onTouch signal on the 'interceptor' actor
85 * @param[in] actor Actor receiving signal
86 * @param[in] touch Touch data
88 bool OnTouch( Dali::Actor actor, const Dali::TouchData& touch );
91 * Handles camera tick() update
92 * @return true if continue running timer, false otherwise
98 Dali::CameraActor mCameraActor; /// Camera actor
99 Dali::Actor mInterceptorActor; /// Actor intercepting user input
101 Dali::Timer mTimer; /// Per-frame timer
103 Dali::Vector2 mScreenLookDelta; /// Look delta vector in screen space
104 Dali::Vector2 mScreenWalkDelta; /// Walk delta vector in screen space
105 Dali::Vector2 mOldTouchLookPosition; /// Previous look vector in screen space
106 Dali::Vector2 mOldTouchWalkPosition; /// Previuus walk vector in screen space
108 Dali::Vector2 mCameraYawPitch; /// Camera yaw-pitch angles
110 float mFovY; /// Camera field-of-view
111 float mNear; /// Near plane
112 float mFar; /// Far plane
114 int mWalkingTouchId; /// Touch device id bound to the walking action
115 int mLookingTouchId; /// Touch device id bound to the looking action
117 Dali::Vector3 mCameraPosition; /// Current camera position ( shadowing the actor position )
119 bool mPortraitMode; /// flag if window is in portrait mode ( physically stage width < height )