#define DALI_SCENE3D_MODEL_H
/*
- * 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.
*
*/
-// INTERNAL INCLUDES
-#include <dali-scene3d/public-api/api.h>
-
// EXTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control.h>
+#include <dali/public-api/actors/camera-actor.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/rendering/texture.h>
+// INTERNAL INCLUDES
+#include <dali-scene3d/public-api/api.h>
+
namespace Dali
{
namespace Scene3D
* @SINCE_2_1.43
* @note Even if we set children sensitive as false, model itself's sensitive
* is depend on it's property.
- * @note If we don't call this API, default is false. (Allow to traversal model's children during hit-test)
+ * @note If we don't call this API, default is false. (Don't allow to traversal model's children during hit-test)
*
* @param[in] enable True to enable model's children can use events.
*/
bool GetChildrenSensitive() const;
/**
- * @brief Changes Image Based Light as the input textures.
+ * @brief Whether allow this model's children actor to be keyboard focusable.
*
- * @SINCE_2_1.41
- * @param[in] diffuseUrl cube map that can be used as a diffuse IBL source.
- * @param[in] specularUrl cube map that can be used as a specular IBL source.
- * @param[in] scaleFactor scale factor that controls light source intensity in [0.0f, 1.0f]. Default value is 1.0f.
+ * Usually, 3D Model might have a lot of actors. And most of them don't need to check focusable.
+ * To optimize traversal, we need to setup some flag that this model don't allow (or allow) to traversal
+ * children so that child can be keyboard focusable.
+ *
+ * @SINCE_2_2.2
+ * @note Even if we set children focusable as false, model itself's focusable
+ * is depend on it's property.
+ * @note If we don't call this API, default is false. (Don't allow to traversal model's children during focusable test)
+ *
+ * @param[in] enable True to enable model's children can be focusable.
*/
- void SetImageBasedLightSource(const std::string& diffuseUrl, const std::string& specularUrl, float scaleFactor = 1.0f);
+ void SetChildrenFocusable(bool enable);
+
+ /**
+ * @brief Gets whether this Model allow model's children actor to be keyboard focusable or not.
+ *
+ * @SINCE_2_2.2
+ * @return bool True if this Model allow model children are focusable.
+ */
+ bool GetChildrenFocusable() const;
/**
- * @brief Sets Image Based Light Texture.
+ * @brief Changes Image Based Light as the input textures.
*
* @SINCE_2_1.41
- * @param[in] diffuseTexture cube map texture that can be used as a diffuse IBL source.
- * @param[in] specularTexture cube map texture that can be used as a specular IBL source.
+ * @param[in] diffuseUrl cube map that can be used as a diffuse IBL source.
+ * @param[in] specularUrl cube map that can be used as a specular IBL source.
* @param[in] scaleFactor scale factor that controls light source intensity in [0.0f, 1.0f]. Default value is 1.0f.
- *
- * @note Both of diffuse texture and specular texture should be available. If not, nothing applied.
*/
- void SetImageBasedLightTexture(Texture diffuseTexture, Texture specularTexture, float scaleFactor = 1.0f);
+ void SetImageBasedLightSource(const std::string& diffuseUrl, const std::string& specularUrl, float scaleFactor = 1.0f);
/**
* @brief Sets Scale Factor of Image Based Light Source.
*
* @SINCE_2_1.41
- * @note If SetImageBasedLightSource() or SetImageBasedLightTexture() method is called after this method, scaleFactor is overrided.
+ * @note If SetImageBasedLightSource() method is called after this method, scaleFactor is overrided.
*
* @param[in] scaleFactor scale factor that controls light source intensity in [0.0f, 1.0f].
*/
*/
Dali::Animation GetAnimation(const std::string& name) const;
+ /**
+ * @brief Gets number of camera parameters those loaded from model file.
+ *
+ * @SINCE_2_2.15
+ * @return The number of loaded camera parameters.
+ * @note This method should be called after Model load finished.
+ */
+ uint32_t GetCameraCount() const;
+
+ /**
+ * @brief Generate camera actor using camera parameters at the index.
+ * If camera parameter is valid, create new CameraActor.
+ * Camera parameter decide at initialized time and
+ * didn't apply model node's current position (like Animation).
+ *
+ * @SINCE_2_2.15
+ * @param[in] index Index of camera to be used for generation camera.
+ * @return Generated CameraActor by the index, or empty Handle if generation failed.
+ * @note This method should be called after Model load finished.
+ */
+ Dali::CameraActor GenerateCamera(uint32_t index) const;
+
+ /**
+ * @brief Apply camera parameters at the index to inputed camera actor.
+ * If camera parameter is valid and camera actor is not empty, apply parameters.
+ * It will change camera's transform and near / far / fov or orthographic size / aspect ratio (if defined)
+ * Camera parameter decide at initialized time and
+ * didn't apply model node's current position (like Animation).
+ *
+ * @SINCE_2_2.15
+ * @param[in] index Index of camera to be used for generation camera.
+ * @param[in,out] camera Index of camera to be used for generation camera.
+ * @return True if apply successed. False otherwise.
+ * @note This method should be called after Model load finished.
+ */
+ bool ApplyCamera(uint32_t index, Dali::CameraActor camera) const;
+
public: // Not intended for application developers
/// @cond internal
/**