This is a combination of 2 commits.
Refactoring model-impl.cpp
- Extract some method to reduce duplicated code.
- Reduce braces depth
- Use return early for easy understanding
- Separate too long method
Generate Camera from loaded model
Add API to generete (or apply) the camera what 3D model has.
Note that model cannot have ownership of camera
since we have to add camera into SceneView or whatever we want.
So GenerateCamera create new CameraActor everytime.
Or ApplyCamera into already created CameraActor.
TODO : Should we change all Scene3D::Loader used demo who use camera parameter?
Change-Id: I3900090fc52487c03ce9c66bfc79b31ae8b9e27e
Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
"camera" : 1,
"translation" : [ 0.5, 0.5, 3.0 ],
"children": [
- 4
+ 4, 5, 6, 7
]
},
{
0.0,
1.0
]
+ },
+ {
+ "camera" : 3,
+ "translation" : [ 0.0, 0.0, 0.0 ]
+ },
+ {
+ "camera" : 4,
+ "translation" : [ 0.0, 0.0, 0.0 ]
+ },
+ {
+ "camera" : 5,
+ "translation" : [ 0.0, 0.0, 0.0 ]
}
],
"scene" : 0,
"zfar": 100.0,
"znear": 0.01
}
+ },
+ {
+ "type": "perspective",
+ "perspective": {
+ "aspectRatio": 1.0,
+ "yfov": 0.7,
+ "znear": 0.01
+ }
+ },
+ {
+ "type": "perspective",
+ "perspective": {
+ "aspectRatio": 1.0,
+ "zfar": 100.0,
+ "znear": 0.01
+ }
+ },
+ {
+ "type": "orthographic",
+ "orthographic": {
+ "xmag": 1.0,
+ "ymag": 1.0,
+ "znear": 0.01
+ }
}
],
"samplers": [
/*
- * 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.
Vector3::ZAXIS * -100.f);
camParams.orthographicSize = 3.0f;
camParams.aspectRatio = 1.0f;
- camParams.yFov = Degree(Radian(M_PI * .5)).degree;
+ camParams.yFovDegree = Degree(Radian(M_PI * .5));
camParams.zNear = 1.f;
camParams.zFar = 1000.f;
if(camParams.isPerspective)
{
- DALI_TEST_EQUAL(camera.GetProperty(Dali::CameraActor::Property::FIELD_OF_VIEW).Get<float>(), Radian(Degree(camParams.yFov)).radian);
+ DALI_TEST_EQUAL(camera.GetProperty(Dali::CameraActor::Property::FIELD_OF_VIEW).Get<float>(), Radian(camParams.yFovDegree).radian);
}
else
{
LoadGltfScene(TEST_RESOURCE_DIR "/AnimatedCube.gltf", sdf, ctx.loadResult);
DALI_TEST_EQUAL(1u, ctx.scene.GetRoots().size());
- DALI_TEST_EQUAL(6u, ctx.scene.GetNodeCount());
+ DALI_TEST_EQUAL(9u, ctx.scene.GetNodeCount());
// Default envmap is used
DALI_TEST_EQUAL(1u, ctx.resources.mEnvironmentMaps.size());
DALI_TEST_EQUAL(2u, ctx.resources.mShaders.size());
DALI_TEST_EQUAL(0u, ctx.resources.mSkeletons.size());
- DALI_TEST_EQUAL(3u, ctx.cameras.size());
+ DALI_TEST_EQUAL(6u, ctx.cameras.size());
DALI_TEST_EQUAL(0u, ctx.lights.size());
DALI_TEST_EQUAL(1u, ctx.animations.size());
DALI_TEST_EQUAL(0u, ctx.animationGroups.size());
/*
- * 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-scene3d/public-api/controls/model/model.h>
+#include <dali/devel-api/actors/camera-actor-devel.h>
+
using namespace Dali;
using namespace Dali::Toolkit;
* These textures are based off version of Wave engine sample
* Take from https://github.com/WaveEngine/Samples
*
- * Copyright (c) 2022 Wave Coorporation
+ * Copyright (c) 2023 Wave Coorporation
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to
END_TEST;
}
+int UtcDaliModelCameraGenerate01(void)
+{
+ ToolkitTestApplication application;
+
+ Scene3D::Model model = Scene3D::Model::New(TEST_DLI_EXERCISE_FILE_NAME);
+ model.SetProperty(Dali::Actor::Property::SIZE, Vector2(50, 50));
+ application.GetScene().Add(model);
+
+ gResourceReadyCalled = false;
+ model.ResourceReadySignal().Connect(&OnResourceReady);
+ DALI_TEST_EQUALS(gResourceReadyCalled, false, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(gResourceReadyCalled, true, TEST_LOCATION);
+
+ uint32_t cameraCount = model.GetCameraCount();
+ DALI_TEST_EQUALS(1, cameraCount, TEST_LOCATION);
+
+ CameraActor generatedCamera = model.GenerateCamera(0u);
+ DALI_TEST_CHECK(generatedCamera);
+
+ generatedCamera = model.GenerateCamera(1u); // Fail to generate camera
+ DALI_TEST_CHECK(!generatedCamera);
+
+ END_TEST;
+}
+
+int UtcDaliModelCameraGenerate02(void)
+{
+ ToolkitTestApplication application;
+
+ Scene3D::Model model = Scene3D::Model::New(TEST_GLTF_FILE_NAME);
+ model.SetProperty(Dali::Actor::Property::SIZE, Vector2(50, 50));
+ application.GetScene().Add(model);
+
+ gResourceReadyCalled = false;
+ model.ResourceReadySignal().Connect(&OnResourceReady);
+ DALI_TEST_EQUALS(gResourceReadyCalled, false, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(gResourceReadyCalled, true, TEST_LOCATION);
+
+ uint32_t cameraCount = model.GetCameraCount();
+ DALI_TEST_EQUALS(6, cameraCount, TEST_LOCATION);
+
+ CameraActor generatedCamera0 = model.GenerateCamera(0u);
+ DALI_TEST_CHECK(generatedCamera0);
+ CameraActor generatedCamera1 = model.GenerateCamera(1u);
+ DALI_TEST_CHECK(generatedCamera1);
+ CameraActor generatedCamera2 = model.GenerateCamera(2u);
+ DALI_TEST_CHECK(generatedCamera2);
+ CameraActor generatedCamera3 = model.GenerateCamera(3u); // Infinity far camera
+ DALI_TEST_CHECK(generatedCamera3);
+ CameraActor generatedCamera4 = model.GenerateCamera(4u); // Broken camera 1
+ DALI_TEST_CHECK(!generatedCamera4);
+ CameraActor generatedCamera5 = model.GenerateCamera(5u); // Broken camera 2
+ DALI_TEST_CHECK(!generatedCamera5);
+ CameraActor generatedCamera6 = model.GenerateCamera(6u); // Out of bound
+ DALI_TEST_CHECK(!generatedCamera6);
+
+ CameraActor appliedCamera;
+ DALI_TEST_EQUALS(model.ApplyCamera(0u, appliedCamera), false, TEST_LOCATION); // Cannot apply into empty camera.
+
+ auto CompareCameraProperties = [](CameraActor lhs, CameraActor rhs, const char* location) {
+ DALI_TEST_EQUALS(lhs.GetProperty<int>(Dali::CameraActor::Property::PROJECTION_MODE), rhs.GetProperty<int>(Dali::CameraActor::Property::PROJECTION_MODE), TEST_LOCATION);
+ DALI_TEST_EQUALS(lhs.GetProperty<float>(Dali::CameraActor::Property::NEAR_PLANE_DISTANCE), rhs.GetProperty<float>(Dali::CameraActor::Property::NEAR_PLANE_DISTANCE), TEST_LOCATION);
+
+ if(lhs.GetProperty<int>(Dali::CameraActor::Property::PROJECTION_MODE) == static_cast<int>(Dali::Camera::ProjectionMode::PERSPECTIVE_PROJECTION))
+ {
+ DALI_TEST_EQUALS(lhs.GetProperty<float>(Dali::CameraActor::Property::FIELD_OF_VIEW), rhs.GetProperty<float>(Dali::CameraActor::Property::FIELD_OF_VIEW), TEST_LOCATION);
+ // TODO : Open this test when infinity far projection implement.
+ //DALI_TEST_EQUALS(lhs.GetProperty<float>(Dali::CameraActor::Property::FAR_PLANE_DISTANCE), rhs.GetProperty<float>(Dali::CameraActor::Property::FAR_PLANE_DISTANCE), TEST_LOCATION);
+ }
+ else
+ {
+ DALI_TEST_EQUALS(lhs.GetProperty<float>(Dali::DevelCameraActor::Property::ORTHOGRAPHIC_SIZE), rhs.GetProperty<float>(Dali::DevelCameraActor::Property::ORTHOGRAPHIC_SIZE), TEST_LOCATION);
+ DALI_TEST_EQUALS(lhs.GetProperty<float>(Dali::CameraActor::Property::FAR_PLANE_DISTANCE), rhs.GetProperty<float>(Dali::CameraActor::Property::FAR_PLANE_DISTANCE), TEST_LOCATION);
+ }
+ };
+
+ appliedCamera = CameraActor::New();
+ DALI_TEST_EQUALS(model.ApplyCamera(0u, appliedCamera), true, TEST_LOCATION);
+ CompareCameraProperties(generatedCamera0, appliedCamera, TEST_LOCATION);
+ DALI_TEST_EQUALS(model.ApplyCamera(1u, appliedCamera), true, TEST_LOCATION);
+ CompareCameraProperties(generatedCamera1, appliedCamera, TEST_LOCATION);
+ DALI_TEST_EQUALS(model.ApplyCamera(2u, appliedCamera), true, TEST_LOCATION);
+ CompareCameraProperties(generatedCamera2, appliedCamera, TEST_LOCATION);
+ DALI_TEST_EQUALS(model.ApplyCamera(3u, appliedCamera), true, TEST_LOCATION);
+ CompareCameraProperties(generatedCamera3, appliedCamera, TEST_LOCATION);
+ DALI_TEST_EQUALS(model.ApplyCamera(4u, appliedCamera), false, TEST_LOCATION); // Broken camera 1
+ DALI_TEST_EQUALS(model.ApplyCamera(5u, appliedCamera), false, TEST_LOCATION); // Broken camera 2
+ DALI_TEST_EQUALS(model.ApplyCamera(6u, appliedCamera), false, TEST_LOCATION); // Cannot apply over the index.
+
+ END_TEST;
+}
+
int UtcDaliModelMultiplePrimitives(void)
{
ToolkitTestApplication application;
application.SendNotification();
application.Render();
- Actor actor = model.FindChildByName("AnimatedCube");
- Vector4 childColor = actor[Dali::Actor::Property::COLOR];
+ Actor actor = model.FindChildByName("AnimatedCube");
+ Vector4 childColor = actor[Dali::Actor::Property::COLOR];
Vector4 childWorldColor = actor[Dali::Actor::Property::WORLD_COLOR];
DALI_TEST_EQUALS(childColor, Color::WHITE, TEST_LOCATION);
return mHasSucceeded;
}
-Dali::Scene3D::Loader::EnvironmentMapData& EnvironmentMapLoadTask::GetEnvironmentMap()
+Dali::Texture EnvironmentMapLoadTask::GetLoadedTexture()
{
- return mEnvironmentMapData;
+ return (HasSucceeded()) ? mEnvironmentMapData.GetTexture() : Texture();;
}
} // namespace Internal
bool HasSucceeded() const;
/**
- * Retrieves loaded Environment Map
- * @return EnvironmentMapData that is loaded from url.
+ * Retrieves loaded Ibl Texture
+ * @return Texture that is loaded from url.
+ * @note Do not call this method in worker thread.
*/
- Dali::Scene3D::Loader::EnvironmentMapData& GetEnvironmentMap();
+ Dali::Texture GetLoadedTexture();
private:
// Undefined
#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 <dali/integration-api/adaptor-framework/adaptor.h>
#include <filesystem>
// INTERNAL INCLUDES
void Model::SetImageBasedLightSource(const std::string& diffuseUrl, const std::string& specularUrl, float scaleFactor)
{
bool needIblReset = false;
- bool isOnScene = Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE);
+ bool isOnScene = Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE);
if(mDiffuseIblUrl != diffuseUrl)
{
mDiffuseIblUrl = diffuseUrl;
if(mDiffuseIblUrl.empty())
{
- needIblReset = true;
+ needIblReset = true;
}
else
{
mSpecularIblUrl = specularUrl;
if(mSpecularIblUrl.empty())
{
- needIblReset = true;
+ needIblReset = true;
}
else
{
// we don't need to request to load texture.
if(needIblReset)
{
- if(mIblDiffuseLoadTask)
- {
- Dali::AsyncTaskManager::Get().RemoveTask(mIblDiffuseLoadTask);
- mIblDiffuseLoadTask.Reset();
- }
-
- if(mIblSpecularLoadTask)
- {
- Dali::AsyncTaskManager::Get().RemoveTask(mIblSpecularLoadTask);
- mIblSpecularLoadTask.Reset();
- }
+ ResetResourceTask(mIblDiffuseLoadTask);
+ ResetResourceTask(mIblSpecularLoadTask);
mIblDiffuseDirty = false;
mIblSpecularDirty = false;
{
if(isOnScene && mIblDiffuseDirty)
{
- if(mIblDiffuseLoadTask)
- {
- Dali::AsyncTaskManager::Get().RemoveTask(mIblDiffuseLoadTask);
- mIblDiffuseLoadTask.Reset();
- }
+ ResetResourceTask(mIblDiffuseLoadTask);
mIblDiffuseLoadTask = new EnvironmentMapLoadTask(mDiffuseIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &Model::OnIblDiffuseLoadComplete));
Dali::AsyncTaskManager::Get().AddTask(mIblDiffuseLoadTask);
mIblDiffuseDirty = false;
if(isOnScene && mIblSpecularDirty)
{
- if(mIblSpecularLoadTask)
- {
- Dali::AsyncTaskManager::Get().RemoveTask(mIblSpecularLoadTask);
- mIblSpecularLoadTask.Reset();
- }
+ ResetResourceTask(mIblSpecularLoadTask);
mIblSpecularLoadTask = new EnvironmentMapLoadTask(mSpecularIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &Model::OnIblSpecularLoadComplete));
Dali::AsyncTaskManager::Get().AddTask(mIblSpecularLoadTask);
mIblSpecularDirty = false;
}
// If diffuse and specular textures are already loaded, emits resource ready signal here.
- if(IsResourceReady())
- {
- Control::SetResourceReady(false);
- }
+ NotifyResourceReady();
}
void Model::SetImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, 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;
+}
+
///////////////////////////////////////////////////////////
//
// Private methods
void Model::ScaleModel()
{
- if(mModelRoot)
+ if(!mModelRoot)
{
- 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);
+ return;
+ }
+
+ 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);
}
void Model::FitModelPosition()
{
- if(mModelRoot)
+ if(!mModelRoot)
{
- // 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);
+ 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);
}
void Model::CollectRenderableActor(Actor actor)
for(auto&& actor : mRenderableActors)
{
Actor renderableActor = actor.GetHandle();
- if(renderableActor)
+ if(!renderableActor)
+ {
+ continue;
+ }
+
+ uint32_t rendererCount = renderableActor.GetRendererCount();
+ for(uint32_t i = 0; i < rendererCount; ++i)
{
- uint32_t rendererCount = renderableActor.GetRendererCount();
- for(uint32_t i = 0; i < rendererCount; ++i)
+ Dali::Renderer renderer = renderableActor.GetRendererAt(i);
+ if(!renderer)
{
- 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);
- }
- }
- }
+ continue;
+ }
+ Dali::TextureSet textures = renderer.GetTextures();
+ if(!textures)
+ {
+ continue;
+ }
+ 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);
}
+ renderableActor.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), currentIblScaleFactor);
}
}
}
}
+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);
+
+ Vector3 cameraPosition = camera.GetProperty<Vector3>(Actor::Property::POSITION);
+ Quaternion cameraOrientation = camera.GetProperty<Quaternion>(Actor::Property::ORIENTATION);
+ Vector3 cameraScale = camera.GetProperty<Vector3>(Actor::Property::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.
+ 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;
+ }
+
+ Vector3 resultPosition;
+ Quaternion resultOrientation;
+ Vector3 resultScale;
+
+ 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)
{
if(mSceneDiffuseTexture != diffuseTexture || mSceneSpecularTexture != specularTexture)
return;
}
- mModelRoot = Actor::New();
- mModelRoot.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
-
- BoundingVolume AABB;
- auto* resources = &(mModelLoadTask->mResources);
- auto* scene = &(mModelLoadTask->mScene);
- Dali::Scene3D::Loader::Transforms xforms{Dali::Scene3D::Loader::MatrixStack{}, Dali::Scene3D::Loader::ViewProjection{}};
- Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{*resources, xforms, {}, {}, {}};
- uint32_t rootCount = 0u;
- for(auto iRoot : scene->GetRoots())
- {
- resources->GenerateResources(mModelLoadTask->mResourceRefCounts[rootCount]);
-
- if(auto actor = scene->CreateNodes(iRoot, mModelLoadTask->mResourceChoices, nodeParams))
- {
- 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);
- }
+ CreateModel();
+ mRenderableActors.clear();
+ CollectRenderableActor(mModelRoot);
- AddModelTreeToAABB(AABB, *scene, mModelLoadTask->mResourceChoices, iRoot, nodeParams, Matrix::IDENTITY);
- rootCount++;
- }
+ auto* resources = &(mModelLoadTask->mResources);
+ auto* scene = &(mModelLoadTask->mScene);
+ CreateAnimations(*scene);
+ ResetCameraParameters();
if(!resources->mEnvironmentMaps.empty())
{
mDefaultSpecularTexture = resources->mEnvironmentMaps.front().second.mSpecular;
}
- if(!mModelLoadTask->mAnimations.empty())
- {
- auto getActor = [&](const Scene3D::Loader::AnimatedProperty& property)
- {
- Dali::Actor actor;
- if(property.mNodeIndex != Scene3D::Loader::INVALID_INDEX)
- {
- auto* node = scene->GetNode(property.mNodeIndex);
- if(node != nullptr)
- {
- actor = mModelRoot.FindChildById(node->mNodeId);
- }
- }
- else
- {
- actor = mModelRoot.FindChildByName(property.mNodeName);
- }
- return actor;
- };
-
- mAnimations.clear();
- for(auto&& animation : mModelLoadTask->mAnimations)
- {
- Dali::Animation anim = animation.ReAnimate(getActor);
-
- mAnimations.push_back({animation.mName, anim});
- }
- }
-
- mRenderableActors.clear();
- CollectRenderableActor(mModelRoot);
-
UpdateImageBasedLightTexture();
UpdateImageBasedLightScaleFactor();
- 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();
-
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);
-
Self().SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3(mModelPivot.x, 1.0f - mModelPivot.y, mModelPivot.z));
mModelResourceReady = true;
-
- if(IsResourceReady())
- {
- Control::SetResourceReady(false);
- }
- mModelLoadTask.Reset();
+ NotifyResourceReady();
+ ResetResourceTask(mModelLoadTask);
}
void Model::OnIblDiffuseLoadComplete()
{
- mDiffuseTexture = (mIblDiffuseLoadTask->HasSucceeded()) ? mIblDiffuseLoadTask->GetEnvironmentMap().GetTexture() : Texture();
+ mDiffuseTexture = mIblDiffuseLoadTask->GetLoadedTexture();
+ ResetResourceTask(mIblDiffuseLoadTask);
mIblDiffuseResourceReady = true;
if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
{
OnIblLoadComplete();
}
- mIblDiffuseLoadTask.Reset();
}
void Model::OnIblSpecularLoadComplete()
{
- mSpecularTexture = (mIblSpecularLoadTask->HasSucceeded()) ? mIblSpecularLoadTask->GetEnvironmentMap().GetTexture() : Texture();
+ mSpecularTexture = mIblSpecularLoadTask->GetLoadedTexture();
+ ResetResourceTask(mIblSpecularLoadTask);
mIblSpecularResourceReady = true;
if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
{
OnIblLoadComplete();
}
- mIblSpecularLoadTask.Reset();
}
void Model::OnIblLoadComplete()
{
UpdateImageBasedLightTexture();
+ NotifyResourceReady();
+}
- if(IsResourceReady())
+void Model::ResetResourceTasks()
+{
+ if(!Dali::Adaptor::IsAvailable())
{
- Control::SetResourceReady(false);
+ return;
}
+ ResetResourceTask(mModelLoadTask);
+ ResetResourceTask(mIblDiffuseLoadTask);
+ ResetResourceTask(mIblSpecularLoadTask);
}
-void Model::ResetResourceTasks()
+void Model::ResetResourceTask(IntrusivePtr<AsyncTask> asyncTask)
{
- if(Dali::Adaptor::IsAvailable())
+ if(!asyncTask)
{
- if(mModelLoadTask)
- {
- Dali::AsyncTaskManager::Get().RemoveTask(mModelLoadTask);
- mModelLoadTask.Reset();
- }
- if(mIblDiffuseLoadTask)
+ return;
+ }
+ Dali::AsyncTaskManager::Get().RemoveTask(asyncTask);
+ asyncTask.Reset();
+}
+
+void Model::NotifyResourceReady()
+{
+ if(!IsResourceReady())
+ {
+ return;
+ }
+ Control::SetResourceReady(false);
+}
+
+void Model::CreateModel()
+{
+ mModelRoot = Actor::New();
+ mModelRoot.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
+
+ BoundingVolume AABB;
+ auto* resources = &(mModelLoadTask->mResources);
+ auto* scene = &(mModelLoadTask->mScene);
+ Dali::Scene3D::Loader::Transforms xforms{Dali::Scene3D::Loader::MatrixStack{}, Dali::Scene3D::Loader::ViewProjection{}};
+ Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{*resources, xforms, {}, {}, {}};
+ uint32_t rootCount = 0u;
+ for(auto iRoot : scene->GetRoots())
+ {
+ resources->GenerateResources(mModelLoadTask->mResourceRefCounts[rootCount]);
+
+ if(auto actor = scene->CreateNodes(iRoot, mModelLoadTask->mResourceChoices, nodeParams))
{
- Dali::AsyncTaskManager::Get().RemoveTask(mIblDiffuseLoadTask);
- mIblDiffuseLoadTask.Reset();
+ 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);
}
- if(mIblSpecularLoadTask)
+
+ AddModelTreeToAABB(AABB, *scene, mModelLoadTask->mResourceChoices, iRoot, nodeParams, Matrix::IDENTITY);
+ rootCount++;
+ }
+
+ 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::CreateAnimations(Dali::Scene3D::Loader::SceneDefinition& scene)
+{
+ mAnimations.clear();
+ if(!mModelLoadTask->mAnimations.empty())
+ {
+ 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->mAnimations)
{
- Dali::AsyncTaskManager::Get().RemoveTask(mIblSpecularLoadTask);
- mIblSpecularLoadTask.Reset();
+ Dali::Animation anim = animation.ReAnimate(getActor);
+ mAnimations.push_back({animation.mName, anim});
}
}
}
+void Model::ResetCameraParameters()
+{
+ mCameraParameters.clear();
+ if(!mModelLoadTask->mCameraParameters.empty())
+ {
+ // Copy camera parameters.
+ std::copy(mModelLoadTask->mCameraParameters.begin(), mModelLoadTask->mCameraParameters.end(), std::back_inserter(mCameraParameters));
+ }
+}
+
} // namespace Internal
} // namespace Scene3D
} // namespace Dali
#define DALI_SCENE3D_INTERNAL_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.
// EXTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control-impl.h>
+#include <dali/public-api/actors/camera-actor.h>
#include <dali/public-api/actors/layer.h>
#include <dali/public-api/animation/animation.h>
#include <dali/public-api/object/weak-handle.h>
{
public:
using AnimationData = std::pair<std::string, Dali::Animation>;
+ using CameraData = Loader::CameraParameters;
/**
* @brief Creates a new Model.
*/
Dali::Animation GetAnimation(const std::string& name) const;
+ /**
+ * @copydoc Model::GetCameraCount()
+ */
+ uint32_t GetCameraCount() const;
+
+ /**
+ * @copydoc Model::GenerateCamera()
+ */
+ Dali::CameraActor GenerateCamera(uint32_t index) const;
+
+ /**
+ * @copydoc Model::ApplyCamera()
+ */
+ bool ApplyCamera(uint32_t index, Dali::CameraActor camera) const;
+
protected:
/**
* @brief Constructs a new Model.
*/
bool IsResourceReady() const override;
+private:
/**
* @brief Scales the model to fit the control or to return to original size.
*/
*/
void UpdateImageBasedLightScaleFactor();
+ /**
+ * @brief Apply self transform into inputed camera.
+ * Inputed camera must be configured by CameraParameter. Mean, inputed camera coordinate depend on Model.
+ * After this API finished, CameraActor coordinate system converted as DALi coordinate system.
+ *
+ * @param[in,out] camera CameraActor who need to apply model itself's transform
+ */
+ void ApplyCameraTransform(Dali::CameraActor camera) const;
+
public: // Overrides ImageBasedLightObserver Methods.
/**
* @copydoc Dali::Scene3D::Internal::ImageBasedLightObserver::NotifyImageBasedLightTexture()
*/
void ResetResourceTasks();
+ /**
+ * @brief Reset a Resource loading task.
+ */
+ void ResetResourceTask(IntrusivePtr<AsyncTask> asyncTask);
+
+ /**
+ * @brief Request to load a Ibl texture asynchronously
+ */
+ void RequestLoadIblTexture(EnvironmentMapLoadTaskPtr asyncLoadTask, const std::string& url);
+
+ /**
+ * @brief Notify Resource Ready signal.
+ */
+ void NotifyResourceReady();
+
+ /**
+ * @brief Create Model from loaded SceneDefinition.
+ */
+ void CreateModel();
+
+ /**
+ * @brief Create Dali::Animation from loaded AnimationDefinitions.
+ */
+ void CreateAnimations(Dali::Scene3D::Loader::SceneDefinition& scene);
+
+ /**
+ * @brief Reset CameraData from loaded CameraParameters.
+ */
+ void ResetCameraParameters();
+
private:
std::string mModelUrl;
std::string mResourceDirectoryUrl;
Dali::Actor mModelRoot;
std::vector<AnimationData> mAnimations;
+ std::vector<CameraData> mCameraParameters;
std::vector<WeakHandle<Actor>> mRenderableActors;
WeakHandle<Scene3D::SceneView> mParentSceneView;
Control::SetResourceReady(false);
}
- mSkyboxTexture = (mSkyboxLoadTask->HasSucceeded()) ? mSkyboxLoadTask->GetEnvironmentMap().GetTexture() : Texture();
+ mSkyboxTexture = mSkyboxLoadTask->GetLoadedTexture();
Shader skyboxShader;
if(mSkyboxEnvironmentMapType == Scene3D::EnvironmentMapType::CUBEMAP)
{
void SceneView::OnIblDiffuseLoadComplete()
{
- mDiffuseTexture = (mIblDiffuseLoadTask->HasSucceeded()) ? mIblDiffuseLoadTask->GetEnvironmentMap().GetTexture() : Texture();
+ mDiffuseTexture = mIblDiffuseLoadTask->GetLoadedTexture();
mIblDiffuseResourceReady = true;
if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
{
void SceneView::OnIblSpecularLoadComplete()
{
- mSpecularTexture = (mIblSpecularLoadTask->HasSucceeded()) ? mIblSpecularLoadTask->GetEnvironmentMap().GetTexture() : Texture();
+ mSpecularTexture = mIblSpecularLoadTask->GetLoadedTexture();
mIblSpecularResourceReady = true;
if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
{
#ifndef DALI_SCENE3D_LOADER_GLTF2_ASSET_H_
#define DALI_SCENE3D_LOADER_GLTF2_ASSET_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/internal/loader/json-reader.h"
-#include "dali-scene3d/public-api/loader/index.h"
+#include <dali-scene3d/internal/loader/json-reader.h>
+#include <dali-scene3d/public-api/loader/index.h>
// EXTERNAL INCLUDES
+#include <dali/devel-api/common/map-wrapper.h>
+#include <dali/public-api/common/vector-wrapper.h>
+#include <dali/public-api/math/quaternion.h>
+#include <dali/public-api/math/vector4.h>
#include <cstdint>
#include <memory>
-#include "dali/devel-api/common/map-wrapper.h"
-#include "dali/public-api/common/vector-wrapper.h"
-#include "dali/public-api/math/quaternion.h"
-#include "dali/public-api/math/vector4.h"
#define ENUM_STRING_MAPPING(t, x) \
{ \
namespace gltf2
{
-using Index = Dali::Scene3D::Loader::Index;
+using Index = Dali::Scene3D::Loader::Index;
+constexpr float UNDEFINED_FLOAT_VALUE = -1.0f; ///< Special marker for some non-negative only float values.
template<typename T>
class Ref
*/
struct MaterialIor
{
- float mIor = MAXFLOAT;
+ float mIor = UNDEFINED_FLOAT_VALUE;
};
/**
{
struct Perspective
{
- float mAspectRatio;
- float mYFov;
- float mZFar;
- float mZNear;
+ float mAspectRatio = UNDEFINED_FLOAT_VALUE;
+ float mYFov = UNDEFINED_FLOAT_VALUE;
+ float mZFar = UNDEFINED_FLOAT_VALUE;
+ float mZNear = UNDEFINED_FLOAT_VALUE;
//TODO: extras
//TODO: extensions
};
struct Orthographic
{
- float mXMag;
- float mYMag;
- float mZFar;
- float mZNear;
+ float mXMag = UNDEFINED_FLOAT_VALUE;
+ float mYMag = UNDEFINED_FLOAT_VALUE;
+ float mZFar = UNDEFINED_FLOAT_VALUE;
+ float mZNear = UNDEFINED_FLOAT_VALUE;
//TODO: extras
//TODO: extensions
};
/*
- * 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.
return GetImpl(*this).GetAnimation(name);
}
+uint32_t Model::GetCameraCount() const
+{
+ return GetImpl(*this).GetCameraCount();
+}
+
+Dali::CameraActor Model::GenerateCamera(uint32_t index) const
+{
+ return GetImpl(*this).GenerateCamera(index);
+}
+
+bool Model::ApplyCamera(uint32_t index, Dali::CameraActor camera) const
+{
+ return GetImpl(*this).ApplyCamera(index, camera);
+}
+
} // namespace Scene3D
} // namespace Dali
#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.
// 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>
*/
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
/**
/*
- * 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.
* limitations under the License.
*
*/
-#include "dali-scene3d/public-api/loader/camera-parameters.h"
-#include "dali-scene3d/public-api/loader/utils.h"
-#include "dali/devel-api/actors/camera-actor-devel.h"
-#include "dali/integration-api/debug.h"
-#include "dali/public-api/actors/camera-actor.h"
-#include "dali/public-api/math/quaternion.h"
+
+// CLASS HEADER
+#include <dali-scene3d/public-api/loader/camera-parameters.h>
+
+// EXTERNAL INCLUDES
+#include <dali/devel-api/actors/camera-actor-devel.h>
+#include <dali/integration-api/debug.h>
+#include <dali/public-api/actors/camera-actor.h>
+#include <dali/public-api/math/quaternion.h>
+
+// INTERNAL INCLUDES
+#include <dali-scene3d/internal/loader/gltf2-asset.h> // for gltf2::UNDEFINED_FLOAT_VALUE
+#include <dali-scene3d/public-api/loader/utils.h>
namespace Dali
{
ViewProjection CameraParameters::GetViewProjection() const
{
ViewProjection viewProjection;
+
// The projection matrix.
if(isPerspective)
{
Perspective(viewProjection.GetProjection(),
- Radian(Degree(yFov)),
+ Radian(yFovDegree),
1.f,
zNear,
zFar,
orientation *= viewQuaternion;
}
-void CameraParameters::ConfigureCamera(CameraActor& camera) const
+bool CameraParameters::ConfigureCamera(CameraActor& camera, bool invertY) const
{
- SetActorCentered(camera);
-
if(isPerspective)
{
+ if(Dali::Equals(zNear, gltf2::UNDEFINED_FLOAT_VALUE) ||
+ Dali::Equals(yFovDegree.degree, gltf2::UNDEFINED_FLOAT_VALUE))
+ {
+ return false;
+ }
+
camera.SetProjectionMode(Camera::PERSPECTIVE_PROJECTION);
camera.SetNearClippingPlane(zNear);
- camera.SetFarClippingPlane(zFar);
- camera.SetFieldOfView(Radian(Degree(yFov)));
+ camera.SetFieldOfView(Radian(yFovDegree));
+
+ if(!Dali::Equals(zFar, gltf2::UNDEFINED_FLOAT_VALUE))
+ {
+ camera.SetFarClippingPlane(zFar);
+ }
+ else
+ {
+ // TODO : Infinite perspective projection didn't support yet. Just set big enough value now
+ camera.SetFarClippingPlane(1000.0f);
+ }
+
+ if(!Dali::Equals(aspectRatio, gltf2::UNDEFINED_FLOAT_VALUE))
+ {
+ // TODO: By gltf 2.0 spec, we should not 'crop' and 'non-uniform scaling' by viewport.
+ // If we skip to setup this value, 'non-uniform scaling' problem fixed.
+ // But we need to resolve 'crop' case in future.
+ //camera.SetAspectRatio(aspectRatio);
+ }
}
else
{
+ if(Dali::Equals(zNear, gltf2::UNDEFINED_FLOAT_VALUE) ||
+ Dali::Equals(zFar, gltf2::UNDEFINED_FLOAT_VALUE) ||
+ Dali::Equals(orthographicSize, gltf2::UNDEFINED_FLOAT_VALUE))
+ {
+ return false;
+ }
+
camera.SetProjectionMode(Camera::ORTHOGRAPHIC_PROJECTION);
camera.SetNearClippingPlane(zNear);
camera.SetFarClippingPlane(zFar);
- camera.SetAspectRatio(aspectRatio);
camera.SetProperty(Dali::DevelCameraActor::Property::ORTHOGRAPHIC_SIZE, orthographicSize);
+
+ if(!Dali::Equals(aspectRatio, gltf2::UNDEFINED_FLOAT_VALUE))
+ {
+ // TODO: By gltf 2.0 spec, we should not 'crop' and 'non-uniform scaling' by viewport.
+ // If we skip to setup this value, 'non-uniform scaling' problem fixed.
+ // But we need to resolve 'crop' case in future.
+ //camera.SetAspectRatio(aspectRatio);
+ }
}
+ SetActorCentered(camera);
+
// model
Vector3 camTranslation;
Vector3 camScale;
Quaternion camOrientation;
CalculateTransformComponents(camTranslation, camOrientation, camScale);
- camera.SetInvertYAxis(true);
+ camera.SetInvertYAxis(invertY);
camera.SetProperty(Actor::Property::POSITION, camTranslation);
camera.SetProperty(Actor::Property::ORIENTATION, camOrientation);
camera.SetProperty(Actor::Property::SCALE, camScale);
+
+ return true;
}
} // namespace Loader
#ifndef DALI_SCENE3D_LOADER_CAMERA_PARAMETERS_H
#define DALI_SCENE3D_LOADER_CAMERA_PARAMETERS_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"
-#include "dali-scene3d/public-api/loader/view-projection.h"
+#include <dali-scene3d/public-api/api.h>
+#include <dali-scene3d/public-api/loader/view-projection.h>
// EXTERNAL INCLUDES
-#include "dali/public-api/math/matrix.h"
-#include "dali/public-api/math/vector3.h"
+#include <dali/public-api/math/degree.h>
+#include <dali/public-api/math/matrix.h>
+#include <dali/public-api/math/vector3.h>
namespace Dali
{
{
struct DALI_SCENE3D_API CameraParameters
{
+ // TODO : Is these default value has is meaning?
Matrix matrix = Matrix::IDENTITY;
float orthographicSize = 1.f;
float aspectRatio = 1.f;
- float yFov = 60.f;
+ Degree yFovDegree = Degree(60.f);
float zNear = 0.1f;
float zFar = 1000.f;
bool isPerspective = true;
* @brief Configures the camera in the way that it is supposed to be used with
* scene3d scenes. This means inverted Y and a rotation of 180 degrees
* along the Y axis, plus whatever the parameters define.
+ *
+ * @return True if success to generate camera. False otherwise.
*/
- void ConfigureCamera(CameraActor& camera) const;
+ bool ConfigureCamera(CameraActor& camera, bool invertY = true) const;
};
} // namespace Loader
/*
- * 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.
{
auto& jsonCamera = (*i0).second;
- ReadFloat(jsonCamera.GetChild("fov"), iCamera->yFov);
+ ReadFloat(jsonCamera.GetChild("fov"), iCamera->yFovDegree.degree);
ReadFloat(jsonCamera.GetChild("near"), iCamera->zNear);
ReadFloat(jsonCamera.GetChild("far"), iCamera->zFar);
if(ReadVector(jsonCamera.GetChild("orthographic"), dummyFloatArray, 4u))
const auto CAMERA_ORTHOGRAPHIC_READER = std::move(js::Reader<gt::Camera::Orthographic>()
.Register(*js::MakeProperty("xmag", js::Read::Number<float>, >::Camera::Orthographic::mXMag))
- .Register(*js::MakeProperty("ymag", js::Read::Number<float>, >::Camera::Orthographic::mXMag))
+ .Register(*js::MakeProperty("ymag", js::Read::Number<float>, >::Camera::Orthographic::mYMag))
.Register(*js::MakeProperty("zfar", js::Read::Number<float>, >::Camera::Orthographic::mZFar))
.Register(*js::MakeProperty("znear", js::Read::Number<float>, >::Camera::Orthographic::mZNear)));
matDef.mEmissiveFactor = material.mEmissiveFactor;
}
- if(material.mMaterialExtensions.mMaterialIor.mIor < MAXFLOAT)
+ if(!Dali::Equals(material.mMaterialExtensions.mMaterialIor.mIor, gltf2::UNDEFINED_FLOAT_VALUE))
{
float ior = material.mMaterialExtensions.mMaterialIor.mIor;
matDef.mDielectricSpecular = powf((ior - 1.0f) / (ior + 1.0f), 2.0f);
if(camParams.isPerspective)
{
auto& perspective = camera.mPerspective;
- camParams.yFov = Degree(Radian(perspective.mYFov)).degree;
- camParams.zNear = perspective.mZNear;
- camParams.zFar = perspective.mZFar;
+ if(!Dali::Equals(perspective.mYFov, gltf2::UNDEFINED_FLOAT_VALUE))
+ {
+ camParams.yFovDegree = Degree(Radian(perspective.mYFov));
+ }
+ else
+ {
+ camParams.yFovDegree = Degree(gltf2::UNDEFINED_FLOAT_VALUE);
+ }
+ camParams.zNear = perspective.mZNear;
+ camParams.zFar = perspective.mZFar;
// TODO: yes, we seem to ignore aspectRatio in CameraParameters.
}
else
{
- auto& ortho = camera.mOrthographic;
- camParams.orthographicSize = ortho.mYMag * .5f;
- camParams.aspectRatio = ortho.mXMag / ortho.mYMag;
- camParams.zNear = ortho.mZNear;
- camParams.zFar = ortho.mZFar;
+ auto& ortho = camera.mOrthographic;
+ if(!Dali::Equals(ortho.mYMag, gltf2::UNDEFINED_FLOAT_VALUE) && !Dali::Equals(ortho.mXMag, gltf2::UNDEFINED_FLOAT_VALUE))
+ {
+ camParams.orthographicSize = ortho.mYMag * .5f;
+ camParams.aspectRatio = ortho.mXMag / ortho.mYMag;
+ }
+ else
+ {
+ camParams.orthographicSize = gltf2::UNDEFINED_FLOAT_VALUE;
+ camParams.aspectRatio = gltf2::UNDEFINED_FLOAT_VALUE;
+ }
+ camParams.zNear = ortho.mZNear;
+ camParams.zFar = ortho.mZFar;
}
}