Revert "[Tizen] Calculrate screen position with RenderTask"
[platform/core/uifw/dali-core.git] / dali / internal / event / actors / actor-coords.cpp
index 68bb0ed..9d1010e 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
@@ -136,7 +136,7 @@ const Vector2 CalculateActorScreenPosition(const Actor& actor, BufferIndex buffe
     worldPosition -= cameraPosition;
 
     Vector3 actorSize = node.GetSize(bufferIndex) * node.GetWorldScale(bufferIndex);
-    auto    sceneSize = scene.GetCurrentSurfaceRect();                      // Use the update object's size
+    auto    sceneSize = scene.GetCurrentSurfaceRect();  // Use the update object's size
     Vector2 halfSceneSize(sceneSize.width * 0.5f, sceneSize.height * 0.5f); // World position origin is center of scene
     Vector3 halfActorSize(actorSize * 0.5f);
     Vector3 anchorPointOffSet = halfActorSize - actorSize * actor.GetAnchorPointForPosition();
@@ -155,300 +155,4 @@ Rect<> CalculateActorScreenExtents(const Actor& actor, const Vector2& screenPosi
   return {position.x, position.y, size.x, size.y};
 }
 
-bool ConvertLocalToScreen(
-  const Matrix&  viewMatrix,
-  const Matrix&  projectionMatrix,
-  const Matrix&  worldMatrix,
-  const Rect<>&  viewportExtent,
-  const Vector3& localPosition,
-  float&         screenX,
-  float&         screenY)
-{
-  bool success = false;
-
-  // Convert local to projection coordinates
-  // note, P*(V*(M*pos))) is faster than (P*V*M)*pos
-  Vector4 mvpPos(localPosition.x, localPosition.y, localPosition.z, 1.0f);
-
-  mvpPos = worldMatrix * mvpPos;
-  mvpPos = viewMatrix * mvpPos;
-  mvpPos = projectionMatrix * mvpPos;
-
-  if(DALI_LIKELY(!EqualsZero(mvpPos.w)))
-  {
-    success = true;
-    screenX = viewportExtent.x + (mvpPos.x + mvpPos.w) * viewportExtent.width * 0.5f / mvpPos.w;
-    screenY = viewportExtent.y + (-mvpPos.y + mvpPos.w) * viewportExtent.height * 0.5f / mvpPos.w;
-  }
-  return success;
-}
-
-bool ConvertLocalToScreenRenderTask(
-  const RenderTask& renderTask,
-  const Actor&      actor,
-  const Matrix&     worldMatrix,
-  const Vector3&    localPosition,
-  float&            screenX,
-  float&            screenY)
-{
-  bool         success     = false;
-  const Actor* sourceActor = renderTask.GetSourceActor();
-  if(sourceActor == nullptr)
-  {
-    return success;
-  }
-
-  // Check whether current actor is in this rendertask.
-  bool         actorInRendertask = false;
-  const Actor* targetActor       = &actor;
-  while(targetActor)
-  {
-    if(sourceActor == targetActor)
-    {
-      actorInRendertask = true;
-      break;
-    }
-    targetActor = targetActor->GetParent();
-  }
-  if(!actorInRendertask)
-  {
-    return success;
-  }
-
-  CameraActor* camera = renderTask.GetCameraActor();
-  if(camera)
-  {
-    Rect<float> viewportExtent = {0.f, 0.f, 0.f, 0.f};
-    if(renderTask.GetFrameBuffer())
-    {
-      Dali::Actor mappingActor = renderTask.GetScreenToFrameBufferMappingActor();
-      if(mappingActor)
-      {
-        // NOTE : We will assume that mapping actor always use default camera.
-        Vector2 screenPosition    = mappingActor.GetProperty<Vector2>(Dali::Actor::Property::SCREEN_POSITION);
-        Vector3 size              = mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE) * mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::WORLD_SCALE);
-        Vector3 anchorPointOffSet = size * GetImplementation(mappingActor).GetAnchorPointForPosition();
-        Vector2 position          = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
-        viewportExtent.x          = position.x;
-        viewportExtent.y          = position.y;
-        viewportExtent.width      = size.x;
-        viewportExtent.height     = size.y;
-      }
-      else
-      {
-        return success;
-      }
-    }
-    else
-    {
-      Viewport viewport;
-      renderTask.GetViewport(viewport);
-      viewportExtent.x      = viewport.x;
-      viewportExtent.y      = viewport.y;
-      viewportExtent.width  = viewport.width;
-      viewportExtent.height = viewport.height;
-    }
-
-    if(ConvertLocalToScreen(camera->GetViewMatrix(), camera->GetProjectionMatrix(), worldMatrix, viewportExtent, localPosition, screenX, screenY))
-    {
-      success = true;
-    }
-  }
-  return success;
-}
-
-bool ConvertLocalToScreenRenderTaskList(
-  const RenderTaskList& renderTaskList,
-  const Actor&          actor,
-  const Matrix&         worldMatrix,
-  const Vector3&        localPosition,
-  float&                screenX,
-  float&                screenY)
-{
-  // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
-  uint32_t taskCount = renderTaskList.GetTaskCount();
-  for(uint32_t i = taskCount; i > 0; --i)
-  {
-    RenderTaskPtr task = renderTaskList.GetTask(i - 1);
-    if(ConvertLocalToScreenRenderTask(*task, actor, worldMatrix, localPosition, screenX, screenY))
-    {
-      // found a task where this conversion was ok so return
-      return true;
-    }
-  }
-  return false;
-}
-
-const Vector2 CalculateActorScreenPositionRenderTaskList(const Actor& actor, BufferIndex bufferIndex)
-{
-  if(actor.OnScene())
-  {
-    const auto& node  = actor.GetNode();
-    Scene&      scene = actor.GetScene();
-
-    Vector2 result;
-
-    auto        worldMatrix    = node.GetWorldMatrix(bufferIndex);
-    const auto& renderTaskList = scene.GetRenderTaskList();
-    ConvertLocalToScreenRenderTaskList(renderTaskList, actor, worldMatrix, node.GetSize(bufferIndex) * (actor.GetAnchorPointForPosition() - Vector3(0.5f, 0.5f, 0.5f)), result.x, result.y);
-
-    return result;
-  }
-  return Vector2::ZERO;
-}
-
-bool ConvertLocalToScreenExtentRenderTask(
-  const RenderTask& renderTask,
-  const Actor&      actor,
-  const Matrix&     worldMatrix,
-  const Vector3&    currentSize,
-  Rect<>&           screenExtent)
-{
-  bool         success     = false;
-  const Actor* sourceActor = renderTask.GetSourceActor();
-  if(sourceActor == nullptr)
-  {
-    return success;
-  }
-
-  // Check whether current actor is in this rendertask.
-  bool         actorInRendertask = false;
-  const Actor* targetActor       = &actor;
-  while(targetActor)
-  {
-    if(sourceActor == targetActor)
-    {
-      actorInRendertask = true;
-      break;
-    }
-    targetActor = targetActor->GetParent();
-  }
-  if(!actorInRendertask)
-  {
-    return success;
-  }
-
-  CameraActor* camera = renderTask.GetCameraActor();
-  if(camera)
-  {
-    Rect<float> viewportExtent = {0.f, 0.f, 0.f, 0.f};
-    if(renderTask.GetFrameBuffer())
-    {
-      Dali::Actor mappingActor = renderTask.GetScreenToFrameBufferMappingActor();
-      if(mappingActor)
-      {
-        // NOTE : We will assume that mapping actor always use default camera.
-        Vector2 screenPosition    = mappingActor.GetProperty<Vector2>(Dali::Actor::Property::SCREEN_POSITION);
-        Vector3 size              = mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE) * mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::WORLD_SCALE);
-        Vector3 anchorPointOffSet = size * GetImplementation(mappingActor).GetAnchorPointForPosition();
-        Vector2 position          = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
-        viewportExtent.x          = position.x;
-        viewportExtent.y          = position.y;
-        viewportExtent.width      = size.x;
-        viewportExtent.height     = size.y;
-      }
-      else
-      {
-        return success;
-      }
-    }
-    else
-    {
-      Viewport viewport;
-      renderTask.GetViewport(viewport);
-      viewportExtent.x      = viewport.x;
-      viewportExtent.y      = viewport.y;
-      viewportExtent.width  = viewport.width;
-      viewportExtent.height = viewport.height;
-    }
-
-    constexpr uint32_t BOX_POINT_COUNT           = 8;
-    const Vector3      BBOffset[BOX_POINT_COUNT] = {
-      Vector3(-currentSize.width * 0.5f, -currentSize.height * 0.5f, -currentSize.depth * 0.5f),
-      Vector3(-currentSize.width * 0.5f, currentSize.height * 0.5f, -currentSize.depth * 0.5f),
-      Vector3(currentSize.width * 0.5f, -currentSize.height * 0.5f, -currentSize.depth * 0.5f),
-      Vector3(currentSize.width * 0.5f, currentSize.height * 0.5f, -currentSize.depth * 0.5f),
-      Vector3(-currentSize.width * 0.5f, -currentSize.height * 0.5f, currentSize.depth * 0.5f),
-      Vector3(-currentSize.width * 0.5f, currentSize.height * 0.5f, currentSize.depth * 0.5f),
-      Vector3(currentSize.width * 0.5f, -currentSize.height * 0.5f, currentSize.depth * 0.5f),
-      Vector3(currentSize.width * 0.5f, currentSize.height * 0.5f, currentSize.depth * 0.5f),
-    };
-
-    float minScreenX;
-    float minScreenY;
-    float maxScreenX;
-    float maxScreenY;
-
-    const auto& viewMatrix       = camera->GetViewMatrix();
-    const auto& projectionMatrix = camera->GetProjectionMatrix();
-
-    success = ConvertLocalToScreen(viewMatrix, projectionMatrix, worldMatrix, viewportExtent, BBOffset[0], minScreenX, minScreenY);
-    if(success)
-    {
-      maxScreenX = minScreenX;
-      maxScreenY = minScreenY;
-      for(uint32_t i = 1; i < BOX_POINT_COUNT; ++i)
-      {
-        float   screenX;
-        float   screenY;
-        Vector3 localPosition = BBOffset[i];
-        if(DALI_UNLIKELY(!ConvertLocalToScreen(viewMatrix, projectionMatrix, worldMatrix, viewportExtent, localPosition, screenX, screenY)))
-        {
-          success = false;
-          break;
-        }
-        minScreenX = std::min(minScreenX, screenX);
-        maxScreenX = std::max(maxScreenX, screenX);
-        minScreenY = std::min(minScreenY, screenY);
-        maxScreenY = std::max(maxScreenY, screenY);
-      }
-      if(success)
-      {
-        screenExtent.x      = minScreenX;
-        screenExtent.y      = minScreenY;
-        screenExtent.width  = maxScreenX - minScreenX;
-        screenExtent.height = maxScreenY - minScreenY;
-      }
-    }
-  }
-  return success;
-}
-
-bool ConvertLocalToScreenExtentRenderTaskList(
-  const RenderTaskList& renderTaskList,
-  const Actor&          actor,
-  const Matrix&         worldMatrix,
-  const Vector3&        currentSize,
-  Rect<>&               screenExtent)
-{
-  // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
-  uint32_t taskCount = renderTaskList.GetTaskCount();
-  for(uint32_t i = taskCount; i > 0; --i)
-  {
-    RenderTaskPtr task = renderTaskList.GetTask(i - 1);
-    if(ConvertLocalToScreenExtentRenderTask(*task, actor, worldMatrix, currentSize, screenExtent))
-    {
-      // found a task where this conversion was ok so return
-      return true;
-    }
-  }
-  return false;
-}
-
-Rect<> CalculateActorScreenExtentsRenderTaskList(const Actor& actor, BufferIndex bufferIndex)
-{
-  Rect<> result = {0.0f, 0.0f, 0.0f, 0.0f};
-
-  if(actor.OnScene())
-  {
-    const auto& node  = actor.GetNode();
-    Scene&      scene = actor.GetScene();
-
-    auto        worldMatrix    = node.GetWorldMatrix(bufferIndex);
-    const auto& renderTaskList = scene.GetRenderTaskList();
-    ConvertLocalToScreenExtentRenderTaskList(renderTaskList, actor, worldMatrix, node.GetSize(bufferIndex), result);
-  }
-  return result;
-}
-
 } // namespace Dali::Internal