mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- mRenderDownsampledCamera.SetOrientation(Quaternion(M_PI, Vector3::YAXIS)); // Rotate to look at origin
mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- mRenderFullSizeCamera.SetOrientation(Quaternion(M_PI, Vector3::YAXIS)); // Rotate to look at origin
float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
mCameraForChildren.SetAspectRatio(mTargetSize.width / mTargetSize.height);
mCameraForChildren.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
mCameraForChildren.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosScale);
- mCameraForChildren.SetOrientation(Quaternion(M_PI, Vector3::YAXIS));
mCameraForChildren.SetZ( mTargetSize.height * cameraPosScale );
}
mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- // Point the camera back into the scene
- mRenderDownsampledCamera.SetOrientation(Quaternion(M_PI, Vector3::YAXIS));
mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- // Point the camera back into the scene
- mRenderFullSizeCamera.SetOrientation(Quaternion(M_PI, Vector3::YAXIS));
float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
mCameraActor = CameraActor::New();
mCameraActor.SetType(Camera::FREE_LOOK);
- mCameraActor.SetOrientation(Quaternion(M_PI, Vector3::YAXIS)); // Look at stage
stage.Add(mCameraActor);
mTask.SetCameraActor( mCameraActor );
const float parentOvershoot = parentOvershootProperty.GetFloat();
const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
- Quaternion rotation;
-
+ float multiplier = 0;
if(Toolkit::IsVertical(parentOrientation))
{
if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
|| (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
{
- rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
+ multiplier = 0.5f;
}
else
{
- rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
+ multiplier = 1.5f;
}
}
else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
|| (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
{
- rotation = Quaternion(0.0f, Vector3::ZAXIS);
+ multiplier = 0.0f;
}
else
{
- rotation = Quaternion(Math::PI, Vector3::ZAXIS);
+ multiplier = 1.0f;
}
}
else
if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
{
- rotation = Quaternion(Math::PI, Vector3::ZAXIS);
+ multiplier = 1.0f;
}
else
{
- rotation = Quaternion(0.0f, Vector3::ZAXIS);
+ multiplier = 0.0f;
}
}
else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
|| (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
{
- rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
+ multiplier = 1.5f;
}
else
{
- rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
+ multiplier = 0.5f;
}
}
+ Quaternion rotation( Radian( multiplier * Math::PI ), Vector3::ZAXIS );
+
return rotation;
}
};
mCameraForBlur.SetNearClippingPlane(1.0f);
mCameraForBlur.SetAspectRatio(mTargetSize.width / mTargetSize.height);
mCameraForBlur.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- mCameraForBlur.SetOrientation(Quaternion(M_PI, Vector3::YAXIS));
mCameraForBlur.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
}
mCameraActor.SetNearClippingPlane(1.0f);
mCameraActor.SetAspectRatio(mTargetSize.width / mTargetSize.height);
mCameraActor.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- mCameraActor.SetOrientation(Quaternion(M_PI, Vector3::YAXIS));
mCameraActor.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
}
mCameraActor.SetNearClippingPlane(1.0f);
mCameraActor.SetAspectRatio(mTargetSize.width / mTargetSize.height);
mCameraActor.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- mCameraActor.SetOrientation(Quaternion(M_PI, Vector3::YAXIS));
mCameraActor.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
}