/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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.
#include <dali-toolkit/internal/controls/control/control-data-impl.h>
#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/integration-api/adaptor-framework/adaptor.h>
#include <dali/integration-api/debug.h>
+#include <dali/public-api/math/math-utils.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/object/type-registry.h>
#include <filesystem>
// INTERNAL INCLUDES
+#include <dali-scene3d/internal/common/model-cache-manager.h>
#include <dali-scene3d/internal/controls/scene-view/scene-view-impl.h>
+#include <dali-scene3d/internal/model-components/model-node-impl.h>
#include <dali-scene3d/public-api/controls/model/model.h>
#include <dali-scene3d/public-api/loader/animation-definition.h>
#include <dali-scene3d/public-api/loader/camera-parameters.h>
-#include <dali-scene3d/public-api/loader/cube-map-loader.h>
-#include <dali-scene3d/public-api/loader/dli-loader.h>
-#include <dali-scene3d/public-api/loader/gltf2-loader.h>
#include <dali-scene3d/public-api/loader/light-parameters.h>
#include <dali-scene3d/public-api/loader/load-result.h>
#include <dali-scene3d/public-api/loader/node-definition.h>
{
namespace
{
+/**
+ * Creates control through type registry
+ */
BaseHandle Create()
{
return Scene3D::Model::New(std::string());
DALI_TYPE_REGISTRATION_BEGIN(Scene3D::Model, Toolkit::Control, Create);
DALI_TYPE_REGISTRATION_END()
-static constexpr uint32_t OFFSET_FOR_DIFFUSE_CUBE_TEXTURE = 2u;
-static constexpr uint32_t OFFSET_FOR_SPECULAR_CUBE_TEXTURE = 1u;
-
static constexpr Vector3 Y_DIRECTION(1.0f, -1.0f, 1.0f);
static constexpr bool DEFAULT_MODEL_CHILDREN_SENSITIVE = false;
static constexpr bool DEFAULT_MODEL_CHILDREN_FOCUSABLE = false;
-static constexpr std::string_view KTX_EXTENSION = ".ktx";
-static constexpr std::string_view OBJ_EXTENSION = ".obj";
-static constexpr std::string_view GLTF_EXTENSION = ".gltf";
-static constexpr std::string_view DLI_EXTENSION = ".dli";
-
struct BoundingVolume
{
void Init()
for(uint32_t i = 0; i < 3; ++i)
{
// To avoid divid by zero
- if(pointMin[i] == pointMax[i])
+ if(Dali::Equals(pointMin[i], pointMax[i]))
{
pivot[i] = 0.5f;
}
Dali::Scene3D::Loader::ResourceBundle& resources, const Dali::Scene3D::Loader::SceneDefinition& scene, Actor root, std::vector<Dali::Scene3D::Loader::BlendshapeShaderConfigurationRequest>&& requests)
{
std::vector<std::string> errors;
- auto onError = [&errors](const std::string& msg) { errors.push_back(msg); };
+ auto onError = [&errors](const std::string& msg)
+ { errors.push_back(msg); };
if(!scene.ConfigureBlendshapeShaders(resources, root, std::move(requests), onError))
{
Dali::Scene3D::Loader::ExceptionFlinger flinger(ASSERT_LOCATION);
mModelPivot(AnchorPoint::CENTER),
mSceneIblScaleFactor(1.0f),
mIblScaleFactor(1.0f),
+ mSceneSpecularMipmapLevels(1u),
+ mSpecularMipmapLevels(1u),
mModelChildrenSensitive(DEFAULT_MODEL_CHILDREN_SENSITIVE),
mModelChildrenFocusable(DEFAULT_MODEL_CHILDREN_FOCUSABLE),
mModelResourceReady(false),
- mIBLResourceReady(true)
+ mIblDiffuseResourceReady(true),
+ mIblSpecularResourceReady(true),
+ mIblDiffuseDirty(false),
+ mIblSpecularDirty(false)
{
}
Model::~Model()
{
+ if(ModelCacheManager::Get() && !mModelUrl.empty())
+ {
+ ModelCacheManager::Get().UnreferenceModelCache(mModelUrl);
+ }
+
+ ResetResourceTasks();
}
Dali::Scene3D::Model Model::New(const std::string& modelUrl, const std::string& resourceDirectoryUrl)
return handle;
}
-const Actor Model::GetModelRoot() const
+const Scene3D::ModelNode Model::GetModelRoot() const
{
return mModelRoot;
}
+void Model::AddModelNode(Scene3D::ModelNode modelNode)
+{
+ if(!mModelRoot)
+ {
+ CreateModelRoot();
+ }
+
+ mModelRoot.Add(modelNode);
+ if(mModelUrl.empty())
+ {
+ mModelResourceReady = true;
+ }
+
+ if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
+ {
+ UpdateImageBasedLightTexture();
+ UpdateImageBasedLightScaleFactor();
+ }
+
+ if(Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE))
+ {
+ NotifyResourceReady();
+ }
+}
+
+void Model::RemoveModelNode(Scene3D::ModelNode modelNode)
+{
+ if(mModelRoot)
+ {
+ mModelRoot.Remove(modelNode);
+ }
+}
+
void Model::SetChildrenSensitive(bool enable)
{
if(mModelChildrenSensitive != enable)
void Model::SetImageBasedLightSource(const std::string& diffuseUrl, const std::string& specularUrl, float scaleFactor)
{
- mIBLResourceReady = false;
- Texture diffuseTexture = (!diffuseUrl.empty()) ? Dali::Scene3D::Loader::LoadCubeMap(diffuseUrl) : Texture();
- Texture specularTexture = (!specularUrl.empty()) ? Dali::Scene3D::Loader::LoadCubeMap(specularUrl) : Texture();
- SetImageBasedLightTexture(diffuseTexture, specularTexture, scaleFactor);
- mIBLResourceReady = true;
+ bool needIblReset = false;
+ bool isOnScene = Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE);
+ if(mDiffuseIblUrl != diffuseUrl)
+ {
+ mDiffuseIblUrl = diffuseUrl;
+ if(mDiffuseIblUrl.empty())
+ {
+ needIblReset = true;
+ }
+ else
+ {
+ mIblDiffuseDirty = true;
+ mIblDiffuseResourceReady = false;
+ }
+ }
- // If Model resource is already ready, then set resource ready.
- // If Model resource is still not ready, wait for model resource ready.
- if(IsResourceReady())
+ if(mSpecularIblUrl != specularUrl)
{
- SetResourceReady(false);
+ mSpecularIblUrl = specularUrl;
+ if(mSpecularIblUrl.empty())
+ {
+ needIblReset = true;
+ }
+ else
+ {
+ mIblSpecularDirty = true;
+ mIblSpecularResourceReady = false;
+ }
}
-}
-void Model::SetImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float scaleFactor)
-{
- // If input texture is wrong, Model is rendered with SceneView's IBL.
- if(mDiffuseTexture != diffuseTexture || mSpecularTexture != specularTexture)
+ // If one or both of diffuse url and specular url are empty,
+ // we don't need to request to load texture.
+ if(needIblReset)
{
- mDiffuseTexture = diffuseTexture;
- mSpecularTexture = specularTexture;
- mIblScaleFactor = scaleFactor;
+ ResetResourceTask(mIblDiffuseLoadTask);
+ ResetResourceTask(mIblSpecularLoadTask);
+
+ mIblDiffuseDirty = false;
+ mIblSpecularDirty = false;
+ mIblDiffuseResourceReady = true;
+ mIblSpecularResourceReady = true;
+
+ mDiffuseTexture.Reset();
+ mSpecularTexture.Reset();
UpdateImageBasedLightTexture();
}
+ else
+ {
+ if(isOnScene && mIblDiffuseDirty)
+ {
+ ResetResourceTask(mIblDiffuseLoadTask);
+ mIblDiffuseLoadTask = new EnvironmentMapLoadTask(mDiffuseIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &Model::OnIblDiffuseLoadComplete));
+ Dali::AsyncTaskManager::Get().AddTask(mIblDiffuseLoadTask);
+ mIblDiffuseDirty = false;
+ }
+
+ if(isOnScene && mIblSpecularDirty)
+ {
+ ResetResourceTask(mIblSpecularLoadTask);
+ mIblSpecularLoadTask = new EnvironmentMapLoadTask(mSpecularIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &Model::OnIblSpecularLoadComplete));
+ Dali::AsyncTaskManager::Get().AddTask(mIblSpecularLoadTask);
+ mIblSpecularDirty = false;
+ }
+ }
+
+ if(!Dali::Equals(mIblScaleFactor, scaleFactor))
+ {
+ mIblScaleFactor = scaleFactor;
+ UpdateImageBasedLightScaleFactor();
+ }
+
+ // If diffuse and specular textures are already loaded, emits resource ready signal here.
+ NotifyResourceReady();
}
void Model::SetImageBasedLightScaleFactor(float scaleFactor)
return animation;
}
+uint32_t Model::GetCameraCount() const
+{
+ return mCameraParameters.size();
+}
+
+Dali::CameraActor Model::GenerateCamera(uint32_t index) const
+{
+ Dali::CameraActor camera;
+ if(mCameraParameters.size() > index)
+ {
+ camera = Dali::CameraActor::New3DCamera();
+ if(!mCameraParameters[index].ConfigureCamera(camera, false))
+ {
+ DALI_LOG_ERROR("Fail to generate %u's camera actor : Some property was not defined. Please check model file.\n", index);
+ camera.Reset();
+ return camera;
+ }
+
+ ApplyCameraTransform(camera);
+ }
+ return camera;
+}
+
+bool Model::ApplyCamera(uint32_t index, Dali::CameraActor camera) const
+{
+ if(camera && mCameraParameters.size() > index)
+ {
+ if(!mCameraParameters[index].ConfigureCamera(camera, false))
+ {
+ DALI_LOG_ERROR("Fail to apply %u's camera actor : Some property was not defined. Please check model file.\n", index);
+ return false;
+ }
+
+ ApplyCameraTransform(camera);
+ return true;
+ }
+ return false;
+}
+
+Scene3D::ModelNode Model::FindChildModelNodeByName(std::string_view nodeName)
+{
+ Actor childActor = Self().FindChildByName(nodeName);
+ return Scene3D::ModelNode::DownCast(childActor);
+}
+
///////////////////////////////////////////////////////////
//
// Private methods
void Model::OnSceneConnection(int depth)
{
- if(!mModelRoot)
+ if(!mModelLoadTask && !mModelResourceReady && !mModelUrl.empty())
+ {
+ // Request model load only if we setup url.
+ if(ModelCacheManager::Get())
+ {
+ ModelCacheManager::Get().ReferenceModelCache(mModelUrl);
+ }
+ mModelLoadTask = new ModelLoadTask(mModelUrl, mResourceDirectoryUrl, MakeCallback(this, &Model::OnModelLoadComplete));
+ Dali::AsyncTaskManager::Get().AddTask(mModelLoadTask);
+ }
+
+ // If diffuse and specular url is not valid, IBL does not need to be loaded.
+ if(!mDiffuseIblUrl.empty() && !mSpecularIblUrl.empty())
{
- LoadModel();
+ SetImageBasedLightSource(mDiffuseIblUrl, mSpecularIblUrl, mIblScaleFactor);
}
Actor parent = Self().GetParent();
parent = parent.GetParent();
}
+ NotifyResourceReady();
Control::OnSceneConnection(depth);
}
{
if(!mModelRoot)
{
- LoadModel();
+ DALI_LOG_ERROR("Model is still not loaded.\n");
+ return Vector3::ZERO;
}
return mNaturalSize;
bool Model::IsResourceReady() const
{
- return mModelResourceReady && mIBLResourceReady;
+ return mModelResourceReady && mIblDiffuseResourceReady && mIblSpecularResourceReady;
}
-void Model::LoadModel()
+void Model::CreateModelRoot()
{
- std::filesystem::path modelUrl(mModelUrl);
- if(mResourceDirectoryUrl.empty())
+ mModelRoot = Scene3D::ModelNode::New();
+ mModelRoot.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
+ mModelRoot.SetProperty(Dali::Actor::Property::SCALE, Y_DIRECTION);
+ mModelRoot.SetProperty(Dali::Actor::Property::SENSITIVE, mModelChildrenSensitive);
+ mModelRoot.SetProperty(Dali::Actor::Property::KEYBOARD_FOCUSABLE, mModelChildrenFocusable);
+ mModelRoot.SetProperty(Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, mModelChildrenFocusable);
+ Self().Add(mModelRoot);
+}
+
+void Model::ScaleModel()
+{
+ if(!mModelRoot)
{
- mResourceDirectoryUrl = std::string(modelUrl.parent_path()) + "/";
+ return;
}
- std::string extension = modelUrl.extension();
- std::transform(extension.begin(), extension.end(), extension.begin(), ::tolower);
-
- Dali::Scene3D::Loader::ResourceBundle::PathProvider pathProvider = [&](Dali::Scene3D::Loader::ResourceType::Value type) {
- return mResourceDirectoryUrl;
- };
- Dali::Scene3D::Loader::ResourceBundle resources;
- Dali::Scene3D::Loader::SceneDefinition scene;
- std::vector<Dali::Scene3D::Loader::AnimationGroupDefinition> animGroups;
- std::vector<Dali::Scene3D::Loader::CameraParameters> cameraParameters;
- std::vector<Dali::Scene3D::Loader::LightParameters> lights;
+ float scale = 1.0f;
+ Vector3 size = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
+ if(size.x > 0.0f && size.y > 0.0f)
+ {
+ scale = MAXFLOAT;
+ scale = std::min(size.x / mNaturalSize.x, scale);
+ scale = std::min(size.y / mNaturalSize.y, scale);
+ }
+ // Models in glTF and dli are defined as right hand coordinate system.
+ // DALi uses left hand coordinate system. Scaling negative is for change winding order.
+ mModelRoot.SetProperty(Dali::Actor::Property::SCALE, Y_DIRECTION * scale);
+}
- std::vector<Dali::Scene3D::Loader::AnimationDefinition> animations;
- animations.clear();
+void Model::FitModelPosition()
+{
+ if(!mModelRoot)
+ {
+ return;
+ }
+ // Loaded model pivot is not the model center.
+ mModelRoot.SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mModelRoot.SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3::ONE - mModelPivot);
+}
- Dali::Scene3D::Loader::LoadResult output{resources, scene, animations, animGroups, cameraParameters, lights};
+void Model::UpdateImageBasedLightTextureRecursively(Scene3D::ModelNode node, Dali::Texture diffuseTexture, Dali::Texture specularTexture, float iblScaleFactor, uint32_t specularMipmapLevels)
+{
+ if(!node)
+ {
+ return;
+ }
- if(extension == DLI_EXTENSION)
+ GetImplementation(node).SetImageBasedLightTexture(diffuseTexture, specularTexture, iblScaleFactor, specularMipmapLevels);
+ uint32_t childrenCount = node.GetChildCount();
+ for(uint32_t i = 0; i < childrenCount; ++i)
{
- Dali::Scene3D::Loader::DliLoader loader;
- Dali::Scene3D::Loader::DliLoader::InputParams input{
- pathProvider(Dali::Scene3D::Loader::ResourceType::Mesh),
- nullptr,
- {},
- {},
- nullptr,
- {}};
- Dali::Scene3D::Loader::DliLoader::LoadParams loadParams{input, output};
- if(!loader.LoadScene(mModelUrl, loadParams))
+ Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
+ if(!childNode)
{
- Dali::Scene3D::Loader::ExceptionFlinger(ASSERT_LOCATION) << "Failed to load scene from '" << mModelUrl << "': " << loader.GetParseError();
+ continue;
}
+ UpdateImageBasedLightTextureRecursively(childNode, diffuseTexture, specularTexture, iblScaleFactor, specularMipmapLevels);
}
- else if(extension == GLTF_EXTENSION)
- {
- Dali::Scene3D::Loader::ShaderDefinitionFactory sdf;
- sdf.SetResources(resources);
- Dali::Scene3D::Loader::LoadGltfScene(mModelUrl, sdf, output);
+}
- resources.mEnvironmentMaps.push_back({});
+void Model::UpdateImageBasedLightScaleFactorRecursively(Scene3D::ModelNode node, float iblScaleFactor)
+{
+ if(!node)
+ {
+ return;
}
- else
+
+ node.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), iblScaleFactor);
+ GetImplementation(node).SetImageBasedLightScaleFactor(iblScaleFactor);
+
+ uint32_t childrenCount = node.GetChildCount();
+ for(uint32_t i = 0; i < childrenCount; ++i)
{
- DALI_LOG_ERROR("Unsupported model type.\n");
+ Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
+ if(!childNode)
+ {
+ continue;
+ }
+ UpdateImageBasedLightScaleFactorRecursively(childNode, iblScaleFactor);
}
+}
- Dali::Scene3D::Loader::Transforms xforms{Dali::Scene3D::Loader::MatrixStack{}, Dali::Scene3D::Loader::ViewProjection{}};
- Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{resources, xforms, {}, {}, {}};
- Dali::Scene3D::Loader::Customization::Choices choices;
+void Model::UpdateImageBasedLightTexture()
+{
+ Dali::Texture currentDiffuseTexture = (mDiffuseTexture && mSpecularTexture) ? mDiffuseTexture : mSceneDiffuseTexture;
+ Dali::Texture currentSpecularTexture = (mDiffuseTexture && mSpecularTexture) ? mSpecularTexture : mSceneSpecularTexture;
+ float currentIblScaleFactor = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
+ uint32_t currentIblSpecularMipmapLevels = (mDiffuseTexture && mSpecularTexture) ? mSpecularMipmapLevels : mSceneSpecularMipmapLevels;
- mModelRoot = Actor::New();
+ if(!currentDiffuseTexture || !currentSpecularTexture)
+ {
+ currentDiffuseTexture = mDefaultDiffuseTexture;
+ currentSpecularTexture = mDefaultSpecularTexture;
+ currentIblScaleFactor = Dali::Scene3D::Loader::EnvironmentDefinition::GetDefaultIntensity();
+ currentIblSpecularMipmapLevels = 1u;
+ }
- BoundingVolume AABB;
- for(auto iRoot : scene.GetRoots())
+ UpdateImageBasedLightTextureRecursively(mModelRoot, currentDiffuseTexture, currentSpecularTexture, currentIblScaleFactor, currentIblSpecularMipmapLevels);
+}
+
+void Model::UpdateImageBasedLightScaleFactor()
+{
+ if((!mDiffuseTexture || !mSpecularTexture) &&
+ (!mSceneDiffuseTexture || !mSceneSpecularTexture))
{
- auto resourceRefs = resources.CreateRefCounter();
- scene.CountResourceRefs(iRoot, choices, resourceRefs);
- resources.CountEnvironmentReferences(resourceRefs);
+ return;
+ }
- resources.LoadResources(resourceRefs, pathProvider);
+ float currentIblScaleFactor = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
+ UpdateImageBasedLightScaleFactorRecursively(mModelRoot, currentIblScaleFactor);
+}
- // glTF Mesh is defined in right hand coordinate system, with positive Y for Up direction.
- // Because DALi uses left hand system, Y direciton will be flipped for environment map sampling.
- for(auto&& env : resources.mEnvironmentMaps)
- {
- env.first.mYDirection = Y_DIRECTION;
- }
+void Model::ApplyCameraTransform(Dali::CameraActor camera) const
+{
+ Vector3 selfPosition = Self().GetProperty<Vector3>(Actor::Property::POSITION);
+ Quaternion selfOrientation = Self().GetProperty<Quaternion>(Actor::Property::ORIENTATION);
+ Vector3 selfScale = Self().GetProperty<Vector3>(Actor::Property::SCALE);
- if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
- {
- scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
- scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
- ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
+ Vector3 cameraPosition = camera.GetProperty<Vector3>(Actor::Property::POSITION);
+ Quaternion cameraOrientation = camera.GetProperty<Quaternion>(Actor::Property::ORIENTATION);
+ Vector3 cameraScale = camera.GetProperty<Vector3>(Actor::Property::SCALE);
- scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
+ // Models in glTF and dli are defined as right hand coordinate system.
+ // DALi uses left hand coordinate system. Scaling negative is for change winding order.
+ if(!Dali::Equals(Y_DIRECTION.Dot(Vector3::YAXIS), 1.0f))
+ {
+ // Reflect by XZ plane
+ cameraPosition.y = -cameraPosition.y;
+ Quaternion yDirectionQuaternion;
+ yDirectionQuaternion.mVector = Vector3::YAXIS;
+ // Reflect orientation
+ cameraOrientation = yDirectionQuaternion * cameraOrientation * yDirectionQuaternion;
+ }
- mModelRoot.Add(actor);
- }
+ Vector3 resultPosition;
+ Quaternion resultOrientation;
+ Vector3 resultScale;
- AddModelTreeToAABB(AABB, scene, choices, iRoot, nodeParams, Matrix::IDENTITY);
+ Matrix selfMatrix(false);
+ Matrix cameraMatrix(false);
+ Matrix resultMatrix(false);
+ selfMatrix.SetTransformComponents(selfScale, selfOrientation, selfPosition);
+ cameraMatrix.SetTransformComponents(cameraScale, cameraOrientation, cameraPosition);
+ Matrix::Multiply(resultMatrix, cameraMatrix, selfMatrix);
+ resultMatrix.GetTransformComponents(resultPosition, resultOrientation, resultScale);
+
+ camera.SetProperty(Actor::Property::POSITION, resultPosition);
+ camera.SetProperty(Actor::Property::ORIENTATION, resultOrientation);
+ camera.SetProperty(Actor::Property::SCALE, resultScale);
+}
+
+void Model::NotifyImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float scaleFactor, uint32_t specularMipmapLevels)
+{
+ if(mSceneDiffuseTexture != diffuseTexture || mSceneSpecularTexture != specularTexture)
+ {
+ mSceneDiffuseTexture = diffuseTexture;
+ mSceneSpecularTexture = specularTexture;
+ mSceneIblScaleFactor = scaleFactor;
+ mSceneSpecularMipmapLevels = specularMipmapLevels;
+ // If Model IBL is not set, use SceneView's IBL.
+ if(!mDiffuseTexture || !mSpecularTexture)
+ {
+ UpdateImageBasedLightTexture();
+ }
}
+}
- if(!resources.mEnvironmentMaps.empty())
+void Model::NotifyImageBasedLightScaleFactor(float scaleFactor)
+{
+ mSceneIblScaleFactor = scaleFactor;
+ if(mSceneDiffuseTexture && mSceneSpecularTexture)
{
- mDefaultDiffuseTexture = resources.mEnvironmentMaps.front().second.mDiffuse;
- mDefaultSpecularTexture = resources.mEnvironmentMaps.front().second.mSpecular;
+ UpdateImageBasedLightScaleFactor();
}
+}
- if(!animations.empty())
+void Model::OnModelLoadComplete()
+{
+ if(!mModelLoadTask->HasSucceeded())
{
- auto getActor = [&](const std::string& name) {
- return mModelRoot.FindChildByName(name);
- };
+ ResetResourceTasks();
- mAnimations.clear();
- for(auto&& animation : animations)
+ if(ModelCacheManager::Get() && !mModelUrl.empty())
{
- Dali::Animation anim = animation.ReAnimate(getActor);
-
- mAnimations.push_back({animation.mName, anim});
+ ModelCacheManager::Get().UnreferenceModelCache(mModelUrl);
}
- }
- mRenderableActors.clear();
- CollectRenderableActor(mModelRoot);
- UpdateImageBasedLightTexture();
- UpdateImageBasedLightScaleFactor();
+ return;
+ }
- mNaturalSize = AABB.CalculateSize();
- mModelPivot = AABB.CalculatePivot();
- mModelRoot.SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
- Vector3 controlSize = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
- if(controlSize.x == 0.0f || controlSize.y == 0.0f)
+ if(!mModelRoot)
{
- Self().SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
+ CreateModelRoot();
}
+ CreateModel();
- FitModelPosition();
- ScaleModel();
-
- mModelRoot.SetProperty(Dali::Actor::Property::SENSITIVE, mModelChildrenSensitive);
- mModelRoot.SetProperty(Dali::Actor::Property::KEYBOARD_FOCUSABLE, mModelChildrenFocusable);
- mModelRoot.SetProperty(Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, mModelChildrenFocusable);
-
- Self().Add(mModelRoot);
+ auto& resources = mModelLoadTask->GetResources();
+ auto& scene = mModelLoadTask->GetScene();
+ CreateAnimations(scene);
+ ResetCameraParameters();
+ if(!resources.mEnvironmentMaps.empty())
+ {
+ mDefaultDiffuseTexture = resources.mEnvironmentMaps.front().second.mDiffuse;
+ mDefaultSpecularTexture = resources.mEnvironmentMaps.front().second.mSpecular;
+ }
+ UpdateImageBasedLightTexture();
+ UpdateImageBasedLightScaleFactor();
Self().SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3(mModelPivot.x, 1.0f - mModelPivot.y, mModelPivot.z));
mModelResourceReady = true;
-
- Control::SetResourceReady(false);
+ NotifyResourceReady();
+ ResetResourceTask(mModelLoadTask);
}
-void Model::ScaleModel()
+void Model::OnIblDiffuseLoadComplete()
{
- if(mModelRoot)
+ mDiffuseTexture = mIblDiffuseLoadTask->GetLoadedTexture();
+ ResetResourceTask(mIblDiffuseLoadTask);
+ mIblDiffuseResourceReady = true;
+ if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
{
- float scale = 1.0f;
- Vector3 size = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
- if(size.x > 0.0f && size.y > 0.0f)
- {
- scale = MAXFLOAT;
- scale = std::min(size.x / mNaturalSize.x, scale);
- scale = std::min(size.y / mNaturalSize.y, scale);
- }
- // Models in glTF and dli are defined as right hand coordinate system.
- // DALi uses left hand coordinate system. Scaling negative is for change winding order.
- mModelRoot.SetProperty(Dali::Actor::Property::SCALE, Y_DIRECTION * scale);
+ OnIblLoadComplete();
}
}
-void Model::FitModelPosition()
+void Model::OnIblSpecularLoadComplete()
{
- if(mModelRoot)
+ mSpecularTexture = mIblSpecularLoadTask->GetLoadedTexture();
+ mSpecularMipmapLevels = mIblSpecularLoadTask->GetMipmapLevels();
+ ResetResourceTask(mIblSpecularLoadTask);
+ mIblSpecularResourceReady = true;
+ if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
{
- // Loaded model pivot is not the model center.
- mModelRoot.SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- mModelRoot.SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3::ONE - mModelPivot);
+ OnIblLoadComplete();
}
}
-void Model::CollectRenderableActor(Actor actor)
+void Model::OnIblLoadComplete()
{
- uint32_t rendererCount = actor.GetRendererCount();
- if(rendererCount)
- {
- mRenderableActors.push_back(actor);
- }
-
- uint32_t childrenCount = actor.GetChildCount();
- for(uint32_t i = 0; i < childrenCount; ++i)
- {
- CollectRenderableActor(actor.GetChildAt(i));
- }
+ UpdateImageBasedLightTexture();
+ NotifyResourceReady();
}
-void Model::UpdateImageBasedLightTexture()
+void Model::ResetResourceTasks()
{
- Dali::Texture currentDiffuseTexture = (mDiffuseTexture) ? mDiffuseTexture : mSceneDiffuseTexture;
- Dali::Texture currentSpecularTexture = (mSpecularTexture) ? mSpecularTexture : mSceneSpecularTexture;
- float currentIBLScaleFactor = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
- if(!currentDiffuseTexture || !currentSpecularTexture)
+ if(!Dali::Adaptor::IsAvailable())
{
- currentDiffuseTexture = mDefaultDiffuseTexture;
- currentSpecularTexture = mDefaultSpecularTexture;
- currentIBLScaleFactor = Dali::Scene3D::Loader::EnvironmentDefinition::GetDefaultIntensity();
+ return;
}
+ ResetResourceTask(mModelLoadTask);
+ ResetResourceTask(mIblDiffuseLoadTask);
+ ResetResourceTask(mIblSpecularLoadTask);
+}
- for(auto&& actor : mRenderableActors)
+void Model::ResetResourceTask(IntrusivePtr<AsyncTask> asyncTask)
+{
+ if(!asyncTask)
{
- Actor renderableActor = actor.GetHandle();
- if(renderableActor)
- {
- uint32_t rendererCount = renderableActor.GetRendererCount();
- for(uint32_t i = 0; i < rendererCount; ++i)
- {
- Dali::Renderer renderer = renderableActor.GetRendererAt(i);
- if(renderer)
- {
- Dali::TextureSet textures = renderer.GetTextures();
- if(textures)
- {
- uint32_t textureCount = textures.GetTextureCount();
- // EnvMap requires at least 2 texture, diffuse and specular
- if(textureCount > 2u)
- {
- textures.SetTexture(textureCount - OFFSET_FOR_DIFFUSE_CUBE_TEXTURE, currentDiffuseTexture);
- textures.SetTexture(textureCount - OFFSET_FOR_SPECULAR_CUBE_TEXTURE, currentSpecularTexture);
- }
- }
- }
- }
- renderableActor.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), currentIBLScaleFactor);
- }
+ return;
}
+ Dali::AsyncTaskManager::Get().RemoveTask(asyncTask);
+ asyncTask.Reset();
}
-void Model::UpdateImageBasedLightScaleFactor()
+void Model::NotifyResourceReady()
{
- if((!mDiffuseTexture || !mSpecularTexture) &&
- (!mSceneDiffuseTexture || !mSceneSpecularTexture))
+ if(!IsResourceReady())
{
return;
}
+ Control::SetResourceReady(false);
+}
+
+void Model::CreateModel()
+{
+ BoundingVolume AABB;
+ auto& resources = mModelLoadTask->GetResources();
+ auto& scene = mModelLoadTask->GetScene();
+ auto& resourceChoices = mModelLoadTask->GetResourceChoices();
+ Dali::Scene3D::Loader::Transforms xforms{Dali::Scene3D::Loader::MatrixStack{}, Dali::Scene3D::Loader::ViewProjection{}};
+ Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{resources, xforms, {}, {}, {}};
- float currentIBLScaleFactor = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
- for(auto&& actor : mRenderableActors)
+ // Generate Dali handles from resource bundle. Note that we generate all scene's resouce immediatly.
+ resources.GenerateResources();
+ for(auto iRoot : scene.GetRoots())
{
- Actor renderableActor = actor.GetHandle();
- if(renderableActor)
+ if(auto actor = scene.CreateNodes(iRoot, resourceChoices, nodeParams))
{
- renderableActor.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), currentIBLScaleFactor);
+ scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
+ scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
+ ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
+
+ scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
+
+ mModelRoot.Add(actor);
}
+
+ AddModelTreeToAABB(AABB, scene, resourceChoices, iRoot, nodeParams, Matrix::IDENTITY);
}
+
+ mNaturalSize = AABB.CalculateSize();
+ mModelPivot = AABB.CalculatePivot();
+ mModelRoot.SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
+ Vector3 controlSize = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
+ if(Dali::EqualsZero(controlSize.x) || Dali::EqualsZero(controlSize.y))
+ {
+ Self().SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
+ }
+ FitModelPosition();
+ ScaleModel();
}
-void Model::NotifyImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float scaleFactor)
+void Model::CreateAnimations(Dali::Scene3D::Loader::SceneDefinition& scene)
{
- if(mSceneDiffuseTexture != diffuseTexture || mSceneSpecularTexture != specularTexture)
+ mAnimations.clear();
+ if(!mModelLoadTask->GetAnimations().empty())
{
- mSceneDiffuseTexture = diffuseTexture;
- mSceneSpecularTexture = specularTexture;
- mSceneIblScaleFactor = scaleFactor;
- UpdateImageBasedLightTexture();
+ auto getActor = [&](const Scene3D::Loader::AnimatedProperty& property)
+ {
+ if(property.mNodeIndex == Scene3D::Loader::INVALID_INDEX)
+ {
+ return mModelRoot.FindChildByName(property.mNodeName);
+ }
+ auto* node = scene.GetNode(property.mNodeIndex);
+ if(node == nullptr)
+ {
+ return Dali::Actor();
+ }
+ return mModelRoot.FindChildById(node->mNodeId);
+ };
+
+ for(auto&& animation : mModelLoadTask->GetAnimations())
+ {
+ Dali::Animation anim = animation.ReAnimate(getActor);
+ mAnimations.push_back({animation.GetName(), anim});
+ }
}
}
-void Model::NotifyImageBasedLightScaleFactor(float scaleFactor)
+void Model::ResetCameraParameters()
{
- mSceneIblScaleFactor = scaleFactor;
- if(mSceneDiffuseTexture && mSceneSpecularTexture)
+ mCameraParameters.clear();
+ if(!mModelLoadTask->GetCameras().empty())
{
- UpdateImageBasedLightScaleFactor();
+ // Copy camera parameters.
+ std::copy(mModelLoadTask->GetCameras().begin(), mModelLoadTask->GetCameras().end(), std::back_inserter(mCameraParameters));
}
}