/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
worldPosition -= cameraPosition;
Vector3 actorSize = node.GetSize(bufferIndex) * node.GetWorldScale(bufferIndex);
- auto sceneSize = scene.GetCurrentSurfaceRect(); // Use the update object's size
+ auto sceneSize = scene.GetCurrentSurfaceRect(); // Use the update object's size
Vector2 halfSceneSize(sceneSize.width * 0.5f, sceneSize.height * 0.5f); // World position origin is center of scene
Vector3 halfActorSize(actorSize * 0.5f);
Vector3 anchorPointOffSet = halfActorSize - actorSize * actor.GetAnchorPointForPosition();
return {position.x, position.y, size.x, size.y};
}
-bool ConvertLocalToScreen(
- const Matrix& viewMatrix,
- const Matrix& projectionMatrix,
- const Matrix& worldMatrix,
- const Rect<>& viewportExtent,
- const Vector3& localPosition,
- float& screenX,
- float& screenY)
-{
- bool success = false;
-
- // Convert local to projection coordinates
- // note, P*(V*(M*pos))) is faster than (P*V*M)*pos
- Vector4 mvpPos(localPosition.x, localPosition.y, localPosition.z, 1.0f);
-
- mvpPos = worldMatrix * mvpPos;
- mvpPos = viewMatrix * mvpPos;
- mvpPos = projectionMatrix * mvpPos;
-
- if(DALI_LIKELY(!EqualsZero(mvpPos.w)))
- {
- success = true;
- screenX = viewportExtent.x + (mvpPos.x + mvpPos.w) * viewportExtent.width * 0.5f / mvpPos.w;
- screenY = viewportExtent.y + (-mvpPos.y + mvpPos.w) * viewportExtent.height * 0.5f / mvpPos.w;
- }
- return success;
-}
-
-bool ConvertLocalToScreenRenderTask(
- const RenderTask& renderTask,
- const Actor& actor,
- const Matrix& worldMatrix,
- const Vector3& localPosition,
- float& screenX,
- float& screenY)
-{
- bool success = false;
- const Actor* sourceActor = renderTask.GetSourceActor();
- if(sourceActor == nullptr)
- {
- return success;
- }
-
- // Check whether current actor is in this rendertask.
- bool actorInRendertask = false;
- const Actor* targetActor = &actor;
- while(targetActor)
- {
- if(sourceActor == targetActor)
- {
- actorInRendertask = true;
- break;
- }
- targetActor = targetActor->GetParent();
- }
- if(!actorInRendertask)
- {
- return success;
- }
-
- CameraActor* camera = renderTask.GetCameraActor();
- if(camera)
- {
- Rect<float> viewportExtent = {0.f, 0.f, 0.f, 0.f};
- if(renderTask.GetFrameBuffer())
- {
- Dali::Actor mappingActor = renderTask.GetScreenToFrameBufferMappingActor();
- if(mappingActor)
- {
- // NOTE : We will assume that mapping actor always use default camera.
- Vector2 screenPosition = mappingActor.GetProperty<Vector2>(Dali::Actor::Property::SCREEN_POSITION);
- Vector3 size = mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE) * mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::WORLD_SCALE);
- Vector3 anchorPointOffSet = size * GetImplementation(mappingActor).GetAnchorPointForPosition();
- Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
- viewportExtent.x = position.x;
- viewportExtent.y = position.y;
- viewportExtent.width = size.x;
- viewportExtent.height = size.y;
- }
- else
- {
- return success;
- }
- }
- else
- {
- Viewport viewport;
- renderTask.GetViewport(viewport);
- viewportExtent.x = viewport.x;
- viewportExtent.y = viewport.y;
- viewportExtent.width = viewport.width;
- viewportExtent.height = viewport.height;
- }
-
- if(ConvertLocalToScreen(camera->GetViewMatrix(), camera->GetProjectionMatrix(), worldMatrix, viewportExtent, localPosition, screenX, screenY))
- {
- success = true;
- }
- }
- return success;
-}
-
-bool ConvertLocalToScreenRenderTaskList(
- const RenderTaskList& renderTaskList,
- const Actor& actor,
- const Matrix& worldMatrix,
- const Vector3& localPosition,
- float& screenX,
- float& screenY)
-{
- // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
- uint32_t taskCount = renderTaskList.GetTaskCount();
- for(uint32_t i = taskCount; i > 0; --i)
- {
- RenderTaskPtr task = renderTaskList.GetTask(i - 1);
- if(ConvertLocalToScreenRenderTask(*task, actor, worldMatrix, localPosition, screenX, screenY))
- {
- // found a task where this conversion was ok so return
- return true;
- }
- }
- return false;
-}
-
-const Vector2 CalculateActorScreenPositionRenderTaskList(const Actor& actor, BufferIndex bufferIndex)
-{
- if(actor.OnScene())
- {
- const auto& node = actor.GetNode();
- Scene& scene = actor.GetScene();
-
- Vector2 result;
-
- auto worldMatrix = node.GetWorldMatrix(bufferIndex);
- const auto& renderTaskList = scene.GetRenderTaskList();
- ConvertLocalToScreenRenderTaskList(renderTaskList, actor, worldMatrix, node.GetSize(bufferIndex) * (actor.GetAnchorPointForPosition() - Vector3(0.5f, 0.5f, 0.5f)), result.x, result.y);
-
- return result;
- }
- return Vector2::ZERO;
-}
-
-bool ConvertLocalToScreenExtentRenderTask(
- const RenderTask& renderTask,
- const Actor& actor,
- const Matrix& worldMatrix,
- const Vector3& currentSize,
- Rect<>& screenExtent)
-{
- bool success = false;
- const Actor* sourceActor = renderTask.GetSourceActor();
- if(sourceActor == nullptr)
- {
- return success;
- }
-
- // Check whether current actor is in this rendertask.
- bool actorInRendertask = false;
- const Actor* targetActor = &actor;
- while(targetActor)
- {
- if(sourceActor == targetActor)
- {
- actorInRendertask = true;
- break;
- }
- targetActor = targetActor->GetParent();
- }
- if(!actorInRendertask)
- {
- return success;
- }
-
- CameraActor* camera = renderTask.GetCameraActor();
- if(camera)
- {
- Rect<float> viewportExtent = {0.f, 0.f, 0.f, 0.f};
- if(renderTask.GetFrameBuffer())
- {
- Dali::Actor mappingActor = renderTask.GetScreenToFrameBufferMappingActor();
- if(mappingActor)
- {
- // NOTE : We will assume that mapping actor always use default camera.
- Vector2 screenPosition = mappingActor.GetProperty<Vector2>(Dali::Actor::Property::SCREEN_POSITION);
- Vector3 size = mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE) * mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::WORLD_SCALE);
- Vector3 anchorPointOffSet = size * GetImplementation(mappingActor).GetAnchorPointForPosition();
- Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
- viewportExtent.x = position.x;
- viewportExtent.y = position.y;
- viewportExtent.width = size.x;
- viewportExtent.height = size.y;
- }
- else
- {
- return success;
- }
- }
- else
- {
- Viewport viewport;
- renderTask.GetViewport(viewport);
- viewportExtent.x = viewport.x;
- viewportExtent.y = viewport.y;
- viewportExtent.width = viewport.width;
- viewportExtent.height = viewport.height;
- }
-
- constexpr uint32_t BOX_POINT_COUNT = 8;
- const Vector3 BBOffset[BOX_POINT_COUNT] = {
- Vector3(-currentSize.width * 0.5f, -currentSize.height * 0.5f, -currentSize.depth * 0.5f),
- Vector3(-currentSize.width * 0.5f, currentSize.height * 0.5f, -currentSize.depth * 0.5f),
- Vector3(currentSize.width * 0.5f, -currentSize.height * 0.5f, -currentSize.depth * 0.5f),
- Vector3(currentSize.width * 0.5f, currentSize.height * 0.5f, -currentSize.depth * 0.5f),
- Vector3(-currentSize.width * 0.5f, -currentSize.height * 0.5f, currentSize.depth * 0.5f),
- Vector3(-currentSize.width * 0.5f, currentSize.height * 0.5f, currentSize.depth * 0.5f),
- Vector3(currentSize.width * 0.5f, -currentSize.height * 0.5f, currentSize.depth * 0.5f),
- Vector3(currentSize.width * 0.5f, currentSize.height * 0.5f, currentSize.depth * 0.5f),
- };
-
- float minScreenX;
- float minScreenY;
- float maxScreenX;
- float maxScreenY;
-
- const auto& viewMatrix = camera->GetViewMatrix();
- const auto& projectionMatrix = camera->GetProjectionMatrix();
-
- success = ConvertLocalToScreen(viewMatrix, projectionMatrix, worldMatrix, viewportExtent, BBOffset[0], minScreenX, minScreenY);
- if(success)
- {
- maxScreenX = minScreenX;
- maxScreenY = minScreenY;
- for(uint32_t i = 1; i < BOX_POINT_COUNT; ++i)
- {
- float screenX;
- float screenY;
- Vector3 localPosition = BBOffset[i];
- if(DALI_UNLIKELY(!ConvertLocalToScreen(viewMatrix, projectionMatrix, worldMatrix, viewportExtent, localPosition, screenX, screenY)))
- {
- success = false;
- break;
- }
- minScreenX = std::min(minScreenX, screenX);
- maxScreenX = std::max(maxScreenX, screenX);
- minScreenY = std::min(minScreenY, screenY);
- maxScreenY = std::max(maxScreenY, screenY);
- }
- if(success)
- {
- screenExtent.x = minScreenX;
- screenExtent.y = minScreenY;
- screenExtent.width = maxScreenX - minScreenX;
- screenExtent.height = maxScreenY - minScreenY;
- }
- }
- }
- return success;
-}
-
-bool ConvertLocalToScreenExtentRenderTaskList(
- const RenderTaskList& renderTaskList,
- const Actor& actor,
- const Matrix& worldMatrix,
- const Vector3& currentSize,
- Rect<>& screenExtent)
-{
- // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
- uint32_t taskCount = renderTaskList.GetTaskCount();
- for(uint32_t i = taskCount; i > 0; --i)
- {
- RenderTaskPtr task = renderTaskList.GetTask(i - 1);
- if(ConvertLocalToScreenExtentRenderTask(*task, actor, worldMatrix, currentSize, screenExtent))
- {
- // found a task where this conversion was ok so return
- return true;
- }
- }
- return false;
-}
-
-Rect<> CalculateActorScreenExtentsRenderTaskList(const Actor& actor, BufferIndex bufferIndex)
-{
- Rect<> result = {0.0f, 0.0f, 0.0f, 0.0f};
-
- if(actor.OnScene())
- {
- const auto& node = actor.GetNode();
- Scene& scene = actor.GetScene();
-
- auto worldMatrix = node.GetWorldMatrix(bufferIndex);
- const auto& renderTaskList = scene.GetRenderTaskList();
- ConvertLocalToScreenExtentRenderTaskList(renderTaskList, actor, worldMatrix, node.GetSize(bufferIndex), result);
- }
- return result;
-}
-
} // namespace Dali::Internal