#include <dali-toolkit/dali-toolkit.h>
-#include <dali/public-api/object/property-map.h>
using namespace Dali;
using namespace Dali::Toolkit;
namespace
{
- //Keeps information about each model for access.
- struct Model
- {
- Control control; // Control housing the mesh visual of the model.
- Vector2 rotation; // Keeps track of rotation about x and y axis for manual rotation.
- Animation rotationAnimation; // Automatically rotates when left alone.
- };
+// Keeps information about each model for access.
+struct Model
+{
+ Control control; // Control housing the mesh visual of the model.
+ Vector2 rotation; // Keeps track of rotation about x and y axis for manual rotation.
+ Animation rotationAnimation; // Automatically rotates when left alone.
+};
- //Files for meshes
- const char * const MODEL_FILE[] =
+// Files for meshes
+const char* const MODEL_FILE_TABLE[] =
{
- DEMO_MODEL_DIR "Dino.obj",
- DEMO_MODEL_DIR "ToyRobot-Metal.obj",
- DEMO_MODEL_DIR "Toyrobot-Plastic.obj"
- };
+ DEMO_MODEL_DIR "Dino.obj",
+ DEMO_MODEL_DIR "ToyRobot-Metal.obj",
+ DEMO_MODEL_DIR "Toyrobot-Plastic.obj"};
- const char * const MATERIAL_FILE[] =
+const char* const MATERIAL_FILE_TABLE[] =
{
- DEMO_MODEL_DIR "Dino.mtl",
- DEMO_MODEL_DIR "ToyRobot-Metal.mtl",
- DEMO_MODEL_DIR "Toyrobot-Plastic.mtl"
- };
+ DEMO_MODEL_DIR "Dino.mtl",
+ DEMO_MODEL_DIR "ToyRobot-Metal.mtl",
+ DEMO_MODEL_DIR "Toyrobot-Plastic.mtl"};
- const char * const TEXTURES_PATH( DEMO_IMAGE_DIR "" );
+const char* const TEXTURES_PATH(DEMO_IMAGE_DIR "");
- //Possible shading modes.
- MeshVisual::ShadingMode::Value SHADING_MODE_TABLE[] =
+// Possible shading modes.
+MeshVisual::ShadingMode::Value SHADING_MODE_TABLE[] =
{
MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING,
MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING,
- MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING
- };
+ MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING};
- //Files for background and toolbar
- const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-1.jpg");
+// Button labels.
+const char* const PAUSE = " || ";
+const char* const PLAY = " > ";
+const char* const FIXED = "FIXED";
+const char* const MANUAL = "MANUAL";
+const char* const FRONT = "FRONT";
+const char* const BACK = "BACK";
- const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
- const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
- const float MODEL_SCALE = 0.75f;
- const int NUM_MESHES = 3;
+// Image urls for the light.
+const char* const LIGHT_URL_FRONT = DEMO_IMAGE_DIR "light-icon-front.png";
+const char* const LIGHT_URL_BACK = DEMO_IMAGE_DIR "light-icon-back.png";
- //Used to identify actors.
- const int MODEL_TAG = 0;
- const int LIGHT_TAG = 1;
- const int LAYER_TAG = 2;
+const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
+const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
+const float MODEL_SCALE = 0.75f;
+const float LIGHT_SCALE = 0.15f;
+const float BUTTONS_OFFSET_BOTTOM = 0.08f;
+const float BUTTONS_OFFSET_SIDE = 0.2f;
+const int NUM_MESHES = 2;
-} //End namespace
+// Used to identify actors.
+const int MODEL_TAG = 0;
+const int LIGHT_TAG = 1;
+const int LAYER_TAG = 2;
+
+const Vector4 WINDOW_COLOR(211.0f / 255.0f, 211.0f / 255.0f, 211.0f / 255.0f, 1.0f); ///< The color of the window
+
+} // unnamed namespace
class MeshVisualController : public ConnectionTracker
{
public:
-
- MeshVisualController( Application& application )
- : mApplication( application ), //Store handle to the application.
- mModelIndex( 1 ), //Start with metal robot.
- mShadingModeIndex( 0 ), //Start with textured with detailed specular lighting.
- mTag( -1 ), //Non-valid default, which will get set to a correct value when used.
- mSelectedModelIndex( -1 ), //Non-valid default, which will get set to a correct value when used.
- mPaused( false ) //Animations play by default.
+ MeshVisualController(Application& application)
+ : mApplication(application), //Store handle to the application.
+ mModelIndex(1), //Start with metal robot.
+ mShadingModeIndex(0), //Start with texture and detailed specular lighting.
+ mTag(-1), //Non-valid default, which will get set to a correct value when used.
+ mSelectedModelIndex(-1), //Non-valid default, which will get set to a correct value when used.
+ mPaused(false), //Animations play by default.
+ mLightFixed(true), //The light is fixed by default.
+ mLightFront(true) //The light is in front by default.
{
// Connect to the Application's Init signal
- mApplication.InitSignal().Connect( this, &MeshVisualController::Create );
+ mApplication.InitSignal().Connect(this, &MeshVisualController::Create);
}
~MeshVisualController()
}
// The Init signal is received once (only) during the Application lifetime
- void Create( Application& application )
+ void Create(Application& application)
{
- // Get a handle to the stage
- Stage stage = Stage::GetCurrent();
+ // Get a handle to the window
+ Window window = application.GetWindow();
+ window.SetBackgroundColor(WINDOW_COLOR);
- //Add background
- ImageView backView = ImageView::New( BACKGROUND_IMAGE );
- backView.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- stage.Add( backView );
+ //Set up root layer to receive touch gestures.
+ Layer rootLayer = window.GetRootLayer();
+ rootLayer.RegisterProperty("Tag", LAYER_TAG); //Used to differentiate between different kinds of actor.
+ rootLayer.TouchedSignal().Connect(this, &MeshVisualController::OnTouch);
- //Setup and load the 3D models and buttons
- LoadScene();
+ //Place models on the scene.
+ SetupModels(rootLayer);
+
+ //Place buttons on the scene.
+ SetupButtons(rootLayer);
+
+ //Add a light to the scene.
+ SetupLight(rootLayer);
//Allow for exiting of the application via key presses.
- stage.KeyEventSignal().Connect( this, &MeshVisualController::OnKeyEvent );
+ window.KeyEventSignal().Connect(this, &MeshVisualController::OnKeyEvent);
}
- //Sets up the on-screen elements.
- void LoadScene()
+ //Loads and adds the models to the scene, inside containers for hit detection.
+ void SetupModels(Layer layer)
{
- Stage stage = Stage::GetCurrent();
-
- //Set up layer to place objects on.
- Layer baseLayer = Layer::New();
- baseLayer.SetParentOrigin( ParentOrigin::CENTER );
- baseLayer.SetAnchorPoint( AnchorPoint::CENTER );
- baseLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- baseLayer.SetBehavior( Layer::LAYER_2D ); //We use a 2D layer as this is closer to UI work than full 3D scene creation.
- baseLayer.SetDepthTestDisabled( false ); //Enable depth testing, as otherwise the 2D layer would not do so.
- baseLayer.RegisterProperty( "Tag", LAYER_TAG ); //Used to differentiate between different kinds of actor.
- baseLayer.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
- stage.Add( baseLayer );
-
- //Add containers to house each visual-holding-actor.
- for( int i = 0; i < NUM_MESHES; i++ )
+ //Add containers to house each renderer-holding-actor.
+ for(int i = 0; i < NUM_MESHES; i++)
{
mContainers[i] = Actor::New();
- mContainers[i].SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- mContainers[i].RegisterProperty( "Tag", MODEL_TAG ); //Used to differentiate between different kinds of actor.
- mContainers[i].RegisterProperty( "Model", Property::Value( i ) ); //Used to index into the model.
+ mContainers[i].SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS);
+ mContainers[i].RegisterProperty("Tag", MODEL_TAG); //Used to differentiate between different kinds of actor.
+ mContainers[i].RegisterProperty("Model", Property::Value(i)); //Used to index into the model.
+ mContainers[i].TouchedSignal().Connect(this, &MeshVisualController::OnTouch);
+ layer.Add(mContainers[i]);
+ }
- //Position each container on screen
- if( i == 0 )
- {
- //Main, central model
- mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );
- mContainers[i].SetParentOrigin( ParentOrigin::CENTER );
- mContainers[i].SetAnchorPoint( AnchorPoint::CENTER );
- }
- else if( i == 1 )
- {
- //Top left model
- mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
- mContainers[i].SetParentOrigin( Vector3( 0.05, 0.03, 0.5 ) ); //Offset from top left
- mContainers[i].SetAnchorPoint( AnchorPoint::TOP_LEFT );
- }
- else if( i == 2 )
- {
- //Top right model
- mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
- mContainers[i].SetParentOrigin( Vector3( 0.95, 0.03, 0.5 ) ); //Offset from top right
- mContainers[i].SetAnchorPoint( AnchorPoint::TOP_RIGHT );
- }
+ //Position each container individually on screen
- mContainers[i].TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
- baseLayer.Add( mContainers[i] );
- }
+ //Main, central model
+ mContainers[0].SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(MODEL_SCALE, MODEL_SCALE, 0.0f));
+ mContainers[0].SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mContainers[0].SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+
+ //Top left model
+ mContainers[1].SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f));
+ mContainers[1].SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.05, 0.03, 0.5)); //Offset from top left
+ mContainers[1].SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
//Set up models
- for( int i = 0; i < NUM_MESHES; i++ )
+ for(int i = 0; i < NUM_MESHES; i++)
{
//Create control to display model
Control control = Control::New();
- control.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- control.SetParentOrigin( ParentOrigin::CENTER );
- control.SetAnchorPoint( AnchorPoint::CENTER );
- mContainers[i].Add( control );
+ control.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+ control.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ control.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ mContainers[i].Add(control);
//Make model spin to demonstrate 3D
- Animation rotationAnimation = Animation::New( 15.0f );
- float spin = i % 2 == 0 ? 1.0f : -1.0f; //Make actors spin in different directions to better show independence.
- rotationAnimation.AnimateBy( Property( control, Actor::Property::ORIENTATION ),
- Quaternion( Degree( 0.0f ), Degree( spin * 360.0f ), Degree( 0.0f ) ) );
- rotationAnimation.SetLooping( true );
+ Animation rotationAnimation = Animation::New(15.0f);
+ float spin = i % 2 == 0 ? 1.0f : -1.0f; //Make actors spin in different directions to better show independence.
+ rotationAnimation.AnimateBy(Property(control, Actor::Property::ORIENTATION),
+ Quaternion(Degree(0.0f), Degree(spin * 360.0f), Degree(0.0f)));
+ rotationAnimation.SetLooping(true);
rotationAnimation.Play();
//Store model information in corresponding structs.
- mModels[i].control = control;
- mModels[i].rotation.x = 0.0f;
- mModels[i].rotation.y = 0.0f;
+ mModels[i].control = control;
+ mModels[i].rotation.x = 0.0f;
+ mModels[i].rotation.y = 0.0f;
mModels[i].rotationAnimation = rotationAnimation;
}
//Calling this sets the model in the controls.
ReloadModel();
+ }
- //Create button for model changing
- Toolkit::PushButton modelButton = Toolkit::PushButton::New();
- modelButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
- modelButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeModelClicked );
- modelButton.SetParentOrigin( Vector3( 0.05, 0.95, 0.5 ) ); //Offset from bottom left
- modelButton.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
- modelButton.SetLabelText( "Change Model" );
- baseLayer.Add( modelButton );
-
- //Create button for shader changing
- Toolkit::PushButton shaderButton = Toolkit::PushButton::New();
- shaderButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
- shaderButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeShaderClicked );
- shaderButton.SetParentOrigin( Vector3( 0.95, 0.95, 0.5 ) ); //Offset from bottom right
- shaderButton.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
- shaderButton.SetLabelText( "Change Shader" );
- baseLayer.Add( shaderButton );
-
- //Create button for pausing animations
- Toolkit::PushButton pauseButton = Toolkit::PushButton::New();
- pauseButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
- pauseButton.ClickedSignal().Connect( this, &MeshVisualController::OnPauseClicked );
- pauseButton.SetParentOrigin( Vector3( 0.5, 0.95, 0.5 ) ); //Offset from bottom center
- pauseButton.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
- pauseButton.SetLabelText( " || " );
- baseLayer.Add( pauseButton );
+ //Place the various buttons on the bottom of the screen, with title labels where necessary.
+ void SetupButtons(Layer layer)
+ {
+ //Actor for positioning model and shading mode buttons.
+ Actor positionActorModel = Actor::New();
+ positionActorModel.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5));
+ positionActorModel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+ layer.Add(positionActorModel);
+
+ //Create button for model changing.
+ PushButton modelButton = Toolkit::PushButton::New();
+ modelButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ modelButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeModelClicked);
+ modelButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+ modelButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+ modelButton.SetProperty(Toolkit::Button::Property::LABEL, "Model");
+ positionActorModel.Add(modelButton);
+
+ //Create button for shading mode changing.
+ PushButton shadingModeButton = Toolkit::PushButton::New();
+ shadingModeButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ shadingModeButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeShadingModeClicked);
+ shadingModeButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER);
+ shadingModeButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
+ shadingModeButton.SetProperty(Toolkit::Button::Property::LABEL, "Shading Mode");
+ positionActorModel.Add(shadingModeButton);
+
+ //Text label title for changing model or shading mode.
+ TextLabel changeTitleLabel = TextLabel::New("Change");
+ changeTitleLabel.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ changeTitleLabel.SetProperty(TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}");
+ changeTitleLabel.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+ changeTitleLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+ modelButton.Add(changeTitleLabel);
+
+ //Create button for pausing animations.
+ PushButton pauseButton = Toolkit::PushButton::New();
+ pauseButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ pauseButton.ClickedSignal().Connect(this, &MeshVisualController::OnPauseClicked);
+ pauseButton.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.5, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5));
+ pauseButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ pauseButton.SetProperty(Toolkit::Button::Property::LABEL, PAUSE);
+ layer.Add(pauseButton);
+
+ //Actor for positioning light position buttons.
+ Actor positionActorLight = Actor::New();
+ positionActorLight.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(1.0 - BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5));
+ positionActorLight.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+ layer.Add(positionActorLight);
+
+ //Create button for switching between manual and fixed light position.
+ PushButton lightModeButton = Toolkit::PushButton::New();
+ lightModeButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ lightModeButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeLightModeClicked);
+ lightModeButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+ lightModeButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+ lightModeButton.SetProperty(Toolkit::Button::Property::LABEL, FIXED);
+ positionActorLight.Add(lightModeButton);
+
+ //Create button for switching between front and back light position.
+ PushButton lightSideButton = Toolkit::PushButton::New();
+ lightSideButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ lightSideButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeLightSideClicked);
+ lightSideButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER);
+ lightSideButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
+ lightSideButton.SetProperty(Toolkit::Button::Property::LABEL, FRONT);
+ positionActorLight.Add(lightSideButton);
+
+ //Text label title for light position mode.
+ TextLabel lightTitleLabel = TextLabel::New("Light Position");
+ lightTitleLabel.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ lightTitleLabel.SetProperty(TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}");
+ lightTitleLabel.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+ lightTitleLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+ lightModeButton.Add(lightTitleLabel);
+ }
+ //Add a point light source the the scene, on a layer above the first.
+ void SetupLight(Layer baseLayer)
+ {
//Create control to act as light source of scene.
mLightSource = Control::New();
- mLightSource.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::WIDTH );
- mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
- mLightSource.RegisterProperty( "Tag", LIGHT_TAG );
+ mLightSource.RegisterProperty("Tag", LIGHT_TAG);
+
+ //Set size of control based on screen dimensions.
+ Window window = mApplication.GetWindow();
+ Vector2 windowSize = window.GetSize();
+ if(windowSize.width < windowSize.height)
+ {
+ //Scale to width.
+ mLightSource.SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH);
+ mLightSource.SetResizePolicy(ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT);
+ mLightSource.SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(LIGHT_SCALE, 0.0f, 0.0f));
+ }
+ else
+ {
+ //Scale to height.
+ mLightSource.SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT);
+ mLightSource.SetResizePolicy(ResizePolicy::DIMENSION_DEPENDENCY, Dimension::WIDTH);
+ mLightSource.SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(0.0f, LIGHT_SCALE, 0.0f));
+ }
//Set position relative to top left, as the light source property is also relative to the top left.
- mLightSource.SetParentOrigin( ParentOrigin::TOP_LEFT );
- mLightSource.SetAnchorPoint( AnchorPoint::CENTER );
- mLightSource.SetPosition( Stage::GetCurrent().GetSize().x * 0.5f, Stage::GetCurrent().GetSize().y * 0.1f );
+ mLightSource.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ mLightSource.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ mLightSource.SetProperty(Actor::Property::POSITION, Vector2(windowSize.width * 0.85f, windowSize.height * 0.125));
- //Make white background.
- Property::Map lightMap;
- lightMap.Insert( Visual::Property::TYPE, Visual::COLOR );
- lightMap.Insert( ColorVisual::Property::MIX_COLOR, Color::WHITE );
- mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( lightMap ) );
-
- //Label to show what this actor is for the user.
- TextLabel lightLabel = TextLabel::New( "Light" );
- lightLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
- lightLabel.SetParentOrigin( ParentOrigin::CENTER );
- lightLabel.SetAnchorPoint( AnchorPoint::CENTER );
- float padding = 5.0f;
- lightLabel.SetPadding( Padding( padding, padding, padding, padding ) );
- mLightSource.Add( lightLabel );
+ //Supply an image to represent the light.
+ SetLightImage();
//Connect to touch signal for dragging.
- mLightSource.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
+ mLightSource.TouchedSignal().Connect(this, &MeshVisualController::OnTouch);
//Place the light source on a layer above the base, so that it is rendered above everything else.
Layer upperLayer = Layer::New();
- baseLayer.Add( upperLayer );
- upperLayer.Add( mLightSource );
+ upperLayer.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+ upperLayer.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ upperLayer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
- //Calling this sets the light position of each model to that of the light source control.
- UpdateLight();
+ baseLayer.Add(upperLayer);
+ upperLayer.Add(mLightSource);
+
+ //Decide which light to use to begin with.
+ SetLightMode();
+ }
+
+ //Sets the image to use for the light source depending on whether the light is in front or behind.
+ void SetLightImage()
+ {
+ std::string imageUrl;
+
+ if(mLightFront)
+ {
+ imageUrl = LIGHT_URL_FRONT;
+ }
+ else
+ {
+ imageUrl = LIGHT_URL_BACK;
+ }
+
+ Property::Map lightMap;
+ lightMap.Insert(Toolkit::Visual::Property::TYPE, Visual::IMAGE);
+ lightMap.Insert(ImageVisual::Property::URL, imageUrl);
+ mLightSource.SetProperty(Control::Property::BACKGROUND, Property::Value(lightMap));
}
//Updates the displayed models to account for parameter changes.
{
//Create mesh property map
Property::Map map;
- map.Insert( Visual::Property::TYPE, Visual::MESH );
- map.Insert( MeshVisual::Property::OBJECT_URL, MODEL_FILE[mModelIndex] );
- map.Insert( MeshVisual::Property::MATERIAL_URL, MATERIAL_FILE[mModelIndex] );
- map.Insert( MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH );
- map.Insert( MeshVisual::Property::SHADING_MODE, SHADING_MODE_TABLE[mShadingModeIndex] );
- map.Insert( MeshVisual::Property::USE_SOFT_NORMALS, false );
+ map.Insert(Toolkit::Visual::Property::TYPE, Visual::MESH);
+ map.Insert(Visual::Property::TRANSFORM,
+ Property::Map().Add(Visual::Transform::Property::ORIGIN, Align::CENTER).Add(Visual::Transform::Property::ANCHOR_POINT, Align::CENTER));
+ map.Insert(MeshVisual::Property::OBJECT_URL, MODEL_FILE_TABLE[mModelIndex]);
+ map.Insert(MeshVisual::Property::MATERIAL_URL, MATERIAL_FILE_TABLE[mModelIndex]);
+ map.Insert(MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH);
+ map.Insert(MeshVisual::Property::SHADING_MODE, SHADING_MODE_TABLE[mShadingModeIndex]);
//Set the two controls to use the mesh
- for( int i = 0; i < NUM_MESHES; i++ )
+ for(int i = 0; i < NUM_MESHES; i++)
+ {
+ mModels[i].control.SetProperty(Control::Property::BACKGROUND, Property::Value(map));
+ }
+ }
+
+ //Set the mode used to light the models.
+ void SetLightMode()
+ {
+ if(mLightFixed)
{
- mModels[i].control.SetProperty( Control::Property::BACKGROUND, Property::Value( map ) );
+ UseFixedLight();
+ }
+ else
+ {
+ UseManualLight();
}
}
+ //Make the models use a fixed, invisible light above the center of the window.
+ void UseFixedLight()
+ {
+ //Hide draggable source
+ mLightSource.SetProperty(Actor::Property::VISIBLE, false);
+
+ //Use window dimensions to place light at center, offset in z axis.
+ Window window = mApplication.GetWindow();
+ float width = window.GetSize().GetWidth();
+ float height = window.GetSize().GetHeight();
+ Vector3 lightPosition = Vector3(width / 2.0f, height / 2.0f, (mLightFront ? 1 : -1) * std::max(width, height) * 5.0f);
+
+ //Set global light position
+ for(int i = 0; i < NUM_MESHES; ++i)
+ {
+ mModels[i].control.RegisterProperty("lightPosition", lightPosition, Property::ANIMATABLE);
+ }
+ }
+
+ //Make the models use a light source that the user can drag around.
+ void UseManualLight()
+ {
+ //Show draggable source
+ mLightSource.SetProperty(Actor::Property::VISIBLE, true);
+
+ //Update to switch light position of models to that of the source.
+ UpdateLight();
+ }
+
//Updates the light position for each model to account for changes in the source on screen.
void UpdateLight()
{
- //Set light position to the x and y of the light control, offset out of the screen.
- Vector3 controlPosition = mLightSource.GetCurrentPosition();
- Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y, Stage::GetCurrent().GetSize().x * 2.0f );
+ //Set light position to the x and y of the light control, offset into/out of the screen.
+ Vector3 controlPosition = mLightSource.GetCurrentProperty<Vector3>(Actor::Property::POSITION);
+ Vector3 lightPosition = Vector3(controlPosition.x, controlPosition.y, (mLightFront ? 1 : -1) * mApplication.GetWindow().GetSize().GetWidth() / 2.0f);
- for( int i = 0; i < NUM_MESHES; ++i )
+ for(int i = 0; i < NUM_MESHES; ++i)
{
- mModels[i].control.RegisterProperty( "lightPosition", lightPosition, Property::ANIMATABLE );
+ mModels[i].control.RegisterProperty("lightPosition", lightPosition, Property::ANIMATABLE);
}
}
//If the light source is touched, move it by dragging it.
//If a model is touched, rotate it by panning around.
- bool OnTouch( Actor actor, const TouchEvent& event )
+ bool OnTouch(Actor actor, const TouchEvent& touch)
{
- //Get primary touch point.
- const Dali::TouchPoint& point = event.GetPoint( 0 );
-
- switch( point.state )
+ switch(touch.GetState(0))
{
- case TouchPoint::Down:
+ case PointState::DOWN:
{
//Determine what was touched.
- actor.GetProperty( actor.GetPropertyIndex( "Tag" ) ).Get( mTag );
+ actor.GetProperty(actor.GetPropertyIndex("Tag")).Get(mTag);
- if( mTag == MODEL_TAG )
+ if(mTag == MODEL_TAG)
{
//Find out which model has been selected
- actor.GetProperty( actor.GetPropertyIndex( "Model" ) ).Get( mSelectedModelIndex );
+ actor.GetProperty(actor.GetPropertyIndex("Model")).Get(mSelectedModelIndex);
//Pause current animation, as the touch gesture will be used to manually rotate the model
mModels[mSelectedModelIndex].rotationAnimation.Pause();
//Store start points.
- mPanStart = point.screen;
+ mPanStart = touch.GetScreenPosition(0);
mRotationStart = mModels[mSelectedModelIndex].rotation;
}
break;
}
- case TouchPoint::Motion:
+ case PointState::MOTION:
{
//Switch on the kind of actor we're interacting with.
- switch( mTag )
+ switch(mTag)
{
case MODEL_TAG: //Rotate model
{
//Calculate displacement and corresponding rotation.
- Vector2 displacement = point.screen - mPanStart;
- mModels[mSelectedModelIndex].rotation = Vector2( mRotationStart.x - displacement.y / Y_ROTATION_DISPLACEMENT_FACTOR, // Y displacement rotates around X axis
- mRotationStart.y + displacement.x / X_ROTATION_DISPLACEMENT_FACTOR ); // X displacement rotates around Y axis
- Quaternion rotation = Quaternion( Radian( mModels[mSelectedModelIndex].rotation.x ), Vector3::XAXIS) *
- Quaternion( Radian( mModels[mSelectedModelIndex].rotation.y ), Vector3::YAXIS);
+ Vector2 displacement = touch.GetScreenPosition(0) - mPanStart;
+ mModels[mSelectedModelIndex].rotation = Vector2(mRotationStart.x - displacement.y / Y_ROTATION_DISPLACEMENT_FACTOR, // Y displacement rotates around X axis
+ mRotationStart.y + displacement.x / X_ROTATION_DISPLACEMENT_FACTOR); // X displacement rotates around Y axis
+ Quaternion rotation = Quaternion(Radian(mModels[mSelectedModelIndex].rotation.x), Vector3::XAXIS) *
+ Quaternion(Radian(mModels[mSelectedModelIndex].rotation.y), Vector3::YAXIS);
//Apply rotation.
- mModels[mSelectedModelIndex].control.SetOrientation( rotation );
+ mModels[mSelectedModelIndex].control.SetProperty(Actor::Property::ORIENTATION, rotation);
break;
}
case LIGHT_TAG: //Drag light
{
//Set light source to new position and update the models accordingly.
- mLightSource.SetPosition( Vector3( point.screen ) );
+ mLightSource.SetProperty(Actor::Property::POSITION, Vector3(touch.GetScreenPosition(0)));
UpdateLight();
break;
break;
}
- case TouchPoint::Interrupted: //Same as finished.
- case TouchPoint::Finished:
+ case PointState::INTERRUPTED: //Same as finished.
+ case PointState::FINISHED:
{
- if( mTag == MODEL_TAG )
+ if(mTag == MODEL_TAG)
{
//Return to automatic animation
- if( !mPaused )
+ if(!mPaused)
{
mModels[mSelectedModelIndex].rotationAnimation.Play();
}
}
//Cycle through the list of models.
- bool OnChangeModelClicked( Toolkit::Button button )
+ bool OnChangeModelClicked(Toolkit::Button button)
{
++mModelIndex %= 3;
return true;
}
- //Cycle through the list of shaders.
- bool OnChangeShaderClicked( Toolkit::Button button )
+ //Cycle through the list of shading modes.
+ bool OnChangeShadingModeClicked(Toolkit::Button button)
{
++mShadingModeIndex %= 3;
//Pause all animations, and keep them paused even after user panning.
//This button is a toggle, so pressing again will start the animations again.
- bool OnPauseClicked( Toolkit::Button button )
+ bool OnPauseClicked(Toolkit::Button button)
{
//Toggle pause state.
mPaused = !mPaused;
//If we wish to pause animations, do so and keep them paused.
- if( mPaused )
+ if(mPaused)
{
- for( int i = 0; i < NUM_MESHES ; ++i )
+ for(int i = 0; i < NUM_MESHES; ++i)
{
mModels[i].rotationAnimation.Pause();
}
- button.SetLabelText( " > " );
+ button.SetProperty(Toolkit::Button::Property::LABEL, PLAY);
}
else //Unpause all animations again.
{
- for( int i = 0; i < NUM_MESHES ; ++i )
+ for(int i = 0; i < NUM_MESHES; ++i)
{
mModels[i].rotationAnimation.Play();
}
- button.SetLabelText( " || " );
+ button.SetProperty(Toolkit::Button::Property::LABEL, PAUSE);
}
return true;
}
+ //Switch between a fixed light source above/behind the screen, and a light source the user can drag around.
+ bool OnChangeLightModeClicked(Toolkit::Button button)
+ {
+ //Toggle state.
+ mLightFixed = !mLightFixed;
+
+ if(mLightFixed)
+ {
+ button.SetProperty(Toolkit::Button::Property::LABEL, FIXED);
+ }
+ else
+ {
+ button.SetProperty(Toolkit::Button::Property::LABEL, MANUAL);
+ }
+
+ SetLightMode();
+
+ return true;
+ }
+
+ //Switch between the light being in front of and behind the models.
+ bool OnChangeLightSideClicked(Toolkit::Button button)
+ {
+ //Toggle state.
+ mLightFront = !mLightFront;
+
+ if(mLightFront)
+ {
+ button.SetProperty(Toolkit::Button::Property::LABEL, FRONT);
+ }
+ else
+ {
+ button.SetProperty(Toolkit::Button::Property::LABEL, BACK);
+ }
+
+ //Change light image.
+ SetLightImage();
+
+ //Update light to account for the change.
+ SetLightMode();
+
+ return true;
+ }
+
//If escape or the back button is pressed, quit the application (and return to the launcher)
- void OnKeyEvent( const KeyEvent& event )
+ void OnKeyEvent(const KeyEvent& event)
{
- if( event.state == KeyEvent::Down )
+ if(event.GetState() == KeyEvent::DOWN)
{
- if( IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK ) )
+ if(IsKey(event, DALI_KEY_ESCAPE) || IsKey(event, DALI_KEY_BACK))
{
mApplication.Quit();
}
}
private:
- Application& mApplication;
+ Application& mApplication;
//The models displayed on screen, including information about rotation.
Model mModels[NUM_MESHES];
Vector2 mPanStart;
Vector2 mRotationStart;
- int mModelIndex; //Index of model to load.
- int mShadingModeIndex; //Index of shader type to use.
- int mTag; //Identifies what kind of actor has been selected in OnTouch.
- int mSelectedModelIndex; //Index of model selected on screen.
- bool mPaused; //If true, all animations are paused and should stay so.
+ int mModelIndex; //Index of model to load.
+ int mShadingModeIndex; //Index of shading mode to use.
+ int mTag; //Identifies what kind of actor has been selected in OnTouch.
+ int mSelectedModelIndex; //Index of model selected on screen.
+ bool mPaused; //If true, all animations are paused and should stay so.
+ bool mLightFixed; //If false, the light is in manual.
+ bool mLightFront; //Bool for light being in front or behind the models.
};
-// Entry point for Linux & Tizen applications
-//
-int main( int argc, char **argv )
+int DALI_EXPORT_API main(int argc, char** argv)
{
- Application application = Application::New( &argc, &argv );
- MeshVisualController test( application );
+ Application application = Application::New(&argc, &argv);
+ MeshVisualController test(application);
application.MainLoop();
return 0;
}