actor.SetProperty(Actor::Property::POSITION, Vector3(2.0f, 2.0f, 16.0f));
actor.SetProperty(Actor::Property::SIZE, Vector3{1.0f, 1.0f, 1.0f});
+ application.GetScene().Add(actor);
+
application.SendNotification();
application.Render();
- auto expectedExtent = Rect<>{-0.5f, -0.5f, 1.0f, 1.0f};
+ auto expectedExtent = Rect<>{1.5f, 1.5f, 1.0f, 1.0f};
auto actualExtent = DevelActor::CalculateScreenExtents(actor);
DALI_TEST_EQUALS(expectedExtent.x, actualExtent.x, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
DALI_TEST_EQUALS(expectedExtent.y, actualExtent.y, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
END_TEST;
}
+int UtcDaliActorCalculateScreenExtentsInCustomCameraAndLayer3D(void)
+{
+ TestApplication application;
+ Integration::Scene scene = application.GetScene();
+
+ // Make 3D Layer
+ Layer layer = Layer::New();
+ layer.SetProperty(Layer::Property::BEHAVIOR, Layer::Behavior::LAYER_3D);
+ layer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ layer.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+ scene.Add(layer);
+
+ // Build custom camera with top-view
+ CameraActor cameraActor = scene.GetRenderTaskList().GetTask(0).GetCameraActor();
+ {
+ // Default camera position at +z and looking -z axis. (orientation is [ Axis: [0, 1, 0], Angle: 180 degrees ])
+ Vector3 cameraPos = cameraActor.GetProperty<Vector3>(Actor::Property::POSITION);
+ Quaternion cameraOrient = cameraActor.GetProperty<Quaternion>(Actor::Property::ORIENTATION);
+
+ {
+ std::ostringstream oss;
+ oss << cameraPos << "\n";
+ oss << cameraOrient << "\n";
+ tet_printf("%s\n", oss.str().c_str());
+ }
+
+ cameraActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, -cameraPos.z, 0.0f));
+ cameraActor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(90.0f), Vector3::XAXIS) * cameraOrient);
+
+ // Now, upside : -Z, leftside : -X, foward : +Y
+
+ cameraPos = cameraActor.GetProperty<Vector3>(Actor::Property::POSITION);
+ cameraOrient = cameraActor.GetProperty<Quaternion>(Actor::Property::ORIENTATION);
+ {
+ std::ostringstream oss;
+ oss << cameraPos << "\n";
+ oss << cameraOrient << "\n";
+ tet_printf("%s\n", oss.str().c_str());
+ }
+ }
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(2.0f, 0.0f, 16.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3{1.0f, 0.0f, 3.0f});
+
+ layer.Add(actor);
+
+ application.SendNotification();
+ application.Render();
+
+ Vector2 sceneSize = scene.GetSize();
+
+ auto expectedExtent = Rect<>{sceneSize.x * 0.5f + 1.5f, sceneSize.y * 0.5f + 14.5f, 1.0f, 3.0f};
+ auto actualExtent = DevelActor::CalculateScreenExtents(actor);
+ {
+ std::ostringstream oss;
+ oss << expectedExtent << "\n";
+ oss << actualExtent << "\n";
+ tet_printf("%s\n", oss.str().c_str());
+ }
+
+ DALI_TEST_EQUALS(expectedExtent.x, actualExtent.x, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedExtent.y, actualExtent.y, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedExtent.width, actualExtent.width, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedExtent.height, actualExtent.height, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliActorCalculateScreenInCustomCameraAndOffscreenLayer3D(void)
+{
+ // TODO : Need to make it works well
+ TestApplication application;
+ Integration::Scene scene = application.GetScene();
+ Vector2 sceneSize = scene.GetSize();
+
+ // Make 3D Layer
+ Layer layer = Layer::New();
+ layer.SetProperty(Layer::Property::BEHAVIOR, Layer::Behavior::LAYER_3D);
+ layer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ layer.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ layer.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+ layer.SetProperty(Actor::Property::SIZE, sceneSize);
+
+ scene.Add(layer);
+
+ // Build custom camera with top-view
+ CameraActor offscreenCameraActor = CameraActor::New(Size(TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT));
+
+ offscreenCameraActor.SetPerspectiveProjection(sceneSize);
+ offscreenCameraActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ offscreenCameraActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+ scene.Add(offscreenCameraActor);
+ {
+ // Default camera position at +z and looking -z axis. (orientation is [ Axis: [0, 1, 0], Angle: 180 degrees ])
+ Vector3 cameraPos = offscreenCameraActor.GetProperty<Vector3>(Actor::Property::POSITION);
+ Quaternion cameraOrient = offscreenCameraActor.GetProperty<Quaternion>(Actor::Property::ORIENTATION);
+
+ {
+ std::ostringstream oss;
+ oss << cameraPos << "\n";
+ oss << cameraOrient << "\n";
+ tet_printf("%s\n", oss.str().c_str());
+ }
+
+ offscreenCameraActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, -cameraPos.z, 0.0f));
+ offscreenCameraActor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(90.0f), Vector3::XAXIS) * cameraOrient);
+
+ // Now, upside : -Z, leftside : -X, foward : +Y
+
+ cameraPos = offscreenCameraActor.GetProperty<Vector3>(Actor::Property::POSITION);
+ cameraOrient = offscreenCameraActor.GetProperty<Quaternion>(Actor::Property::ORIENTATION);
+ {
+ std::ostringstream oss;
+ oss << cameraPos << "\n";
+ oss << cameraOrient << "\n";
+ tet_printf("%s\n", oss.str().c_str());
+ }
+ }
+ Vector3 sourcePosition{2.0f, 0.0f, 16.0f};
+ Vector3 sourceSize{1.0f, 0.0f, 3.0f};
+
+ Actor sourceActor = Actor::New();
+ sourceActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ sourceActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ sourceActor.SetProperty(Actor::Property::POSITION, sourcePosition);
+ sourceActor.SetProperty(Actor::Property::SIZE, sourceSize);
+
+ layer.Add(sourceActor);
+
+ // Create framebuffer
+ unsigned int width(64);
+ unsigned int height(64);
+ Texture texture = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, width, height);
+ FrameBuffer frameBuffer = FrameBuffer::New(width, height, FrameBuffer::Attachment::DEPTH_STENCIL);
+ frameBuffer.AttachColorTexture(texture);
+
+ Actor rootActor = Actor::New();
+ rootActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ rootActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ rootActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+ rootActor.SetProperty(Actor::Property::SIZE, sceneSize);
+ scene.Add(rootActor);
+
+ RenderTaskList taskList = scene.GetRenderTaskList();
+ RenderTask newTask = taskList.CreateTask();
+ newTask.SetCameraActor(offscreenCameraActor);
+ newTask.SetSourceActor(layer);
+ newTask.SetInputEnabled(false);
+ newTask.SetClearColor(Vector4(0.f, 0.f, 0.f, 0.f));
+ newTask.SetClearEnabled(true);
+ newTask.SetExclusive(true);
+ newTask.SetFrameBuffer(frameBuffer);
+ newTask.SetScreenToFrameBufferMappingActor(rootActor);
+
+ application.SendNotification();
+ application.Render(16u);
+
+ auto expectedExtent = Rect<>{sceneSize.x * 0.5f + sourcePosition.x - sourceSize.x * 0.5f,
+ sceneSize.y * 0.5f + sourcePosition.z - sourceSize.z * 0.5f,
+ sourceSize.x,
+ sourceSize.z};
+ auto actualExtent = DevelActor::CalculateScreenExtents(sourceActor);
+ {
+ std::ostringstream oss;
+ oss << expectedExtent << "\n";
+ oss << actualExtent << "\n";
+ tet_printf("%s\n", oss.str().c_str());
+ }
+
+ auto expectedScreen = Vector2{sceneSize.x * 0.5f + sourcePosition.x, sceneSize.y * 0.5f + sourcePosition.z};
+ auto actualScreen = sourceActor.GetProperty<Vector2>(Actor::Property::SCREEN_POSITION);
+ {
+ std::ostringstream oss;
+ oss << expectedScreen << "\n";
+ oss << actualScreen << "\n";
+ tet_printf("%s\n", oss.str().c_str());
+ }
+
+ DALI_TEST_EQUALS(expectedExtent.x, actualExtent.x, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedExtent.y, actualExtent.y, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedExtent.width, actualExtent.width, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedExtent.height, actualExtent.height, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(expectedScreen.x, actualScreen.x, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedScreen.y, actualScreen.y, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+
+ // Change rootActor's size and position
+
+ Vector3 rootPosition{100.0f, 200.0f, 0.0f};
+ Vector3 rootSize{200.0f, 100.0f, 0.0f};
+
+ rootActor.SetProperty(Actor::Property::POSITION, rootPosition);
+ rootActor.SetProperty(Actor::Property::SIZE, rootSize);
+
+ application.SendNotification();
+ application.Render(16u);
+
+ expectedExtent = Rect<>{sceneSize.x * 0.5f + rootPosition.x + (sourcePosition.x - sourceSize.x * 0.5f) * rootSize.x / sceneSize.x,
+ sceneSize.y * 0.5f + rootPosition.y + (sourcePosition.z - sourceSize.z * 0.5f) * rootSize.y / sceneSize.y,
+ sourceSize.x * rootSize.x / sceneSize.x,
+ sourceSize.z * rootSize.y / sceneSize.y};
+ actualExtent = DevelActor::CalculateScreenExtents(sourceActor);
+ {
+ std::ostringstream oss;
+ oss << expectedExtent << "\n";
+ oss << actualExtent << "\n";
+ tet_printf("%s\n", oss.str().c_str());
+ }
+
+ expectedScreen = Vector2{sceneSize.x * 0.5f + rootPosition.x + sourcePosition.x * rootSize.x / sceneSize.x, sceneSize.y * 0.5f + rootPosition.y + sourcePosition.z * rootSize.y / sceneSize.y};
+ actualScreen = sourceActor.GetProperty<Vector2>(Actor::Property::SCREEN_POSITION);
+ {
+ std::ostringstream oss;
+ oss << expectedScreen << "\n";
+ oss << actualScreen << "\n";
+ tet_printf("%s\n", oss.str().c_str());
+ }
+
+ DALI_TEST_EQUALS(expectedExtent.x, actualExtent.x, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedExtent.y, actualExtent.y, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedExtent.width, actualExtent.width, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedExtent.height, actualExtent.height, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(expectedScreen.x, actualScreen.x, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedScreen.y, actualScreen.y, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+
+ END_TEST;
+}
+
// SetPosition(float x, float y)
int UtcDaliActorSetPosition01(void)
{
END_TEST;
}
+int UtcDaliActorGetScreenPositionInCustomCameraAndLayer3D(void)
+{
+ tet_infoline("UtcDaliActorGetScreenPositionInCustomCameraAndLayer3D Check screen position under LAYER_3D and custom camera");
+
+ TestApplication application;
+ Integration::Scene scene = application.GetScene();
+
+ // Make 3D Layer
+ Layer layer = scene.GetRootLayer();
+ layer.SetProperty(Layer::Property::BEHAVIOR, Layer::Behavior::LAYER_3D);
+
+ // Build custom camera with top-view
+ CameraActor cameraActor = scene.GetRenderTaskList().GetTask(0).GetCameraActor();
+ {
+ // Default camera position at +z and looking -z axis. (orientation is [ Axis: [0, 1, 0], Angle: 180 degrees ])
+ Vector3 cameraPos = cameraActor.GetProperty<Vector3>(Actor::Property::POSITION);
+ Quaternion cameraOrient = cameraActor.GetProperty<Quaternion>(Actor::Property::ORIENTATION);
+
+ {
+ std::ostringstream oss;
+ oss << cameraPos << "\n";
+ oss << cameraOrient << "\n";
+ tet_printf("%s\n", oss.str().c_str());
+ }
+
+ cameraActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, -cameraPos.z, 0.0f));
+ cameraActor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(90.0f), Vector3::XAXIS) * cameraOrient);
+
+ // Now, upside : -Z, leftside : -X, foward : +Y
+
+ cameraPos = cameraActor.GetProperty<Vector3>(Actor::Property::POSITION);
+ cameraOrient = cameraActor.GetProperty<Quaternion>(Actor::Property::ORIENTATION);
+ {
+ std::ostringstream oss;
+ oss << cameraPos << "\n";
+ oss << cameraOrient << "\n";
+ tet_printf("%s\n", oss.str().c_str());
+ }
+ }
+
+ Actor actorA = Actor::New();
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ actorA.SetProperty(Actor::Property::SIZE, Vector3(10.0f, 10.0f, 10.0f));
+ actorA.SetProperty(Actor::Property::POSITION, Vector3(20.0f, 0.0f, 10.0f));
+
+ Actor actorB = Actor::New();
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ actorB.SetProperty(Actor::Property::SIZE, Vector3(10.0f, 10.0f, 10.0f));
+ actorB.SetProperty(Actor::Property::POSITION, Vector3(-20.0f, 0.0f, -10.0f));
+
+ scene.Add(actorA);
+ scene.Add(actorB);
+
+ application.SendNotification();
+ application.Render();
+
+ Vector2 sceneSize = scene.GetSize();
+ Vector2 actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+
+ DALI_TEST_EQUALS(actorScreenPosition, sceneSize / 2 + Vector2(20.0f, 10.0f), TEST_LOCATION);
+
+ actorScreenPosition = actorB.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+
+ DALI_TEST_EQUALS(actorScreenPosition, sceneSize / 2 - Vector2(20.0f, 10.0f), TEST_LOCATION);
+
+ END_TEST;
+}
+
int utcDaliActorPositionUsesAnchorPoint(void)
{
TestApplication application;
namespace Dali::Internal
{
+namespace
+{
+/**
+ * @brief Get the Viewport Extents from RenderTask
+ *
+ * @param[in] renderTask RenderTask what we want to get viewport.
+ * @param[out] viewportExtent Calculated extent by renderTask.
+ * @return True if we success to get viewports. False otherwise
+ */
+bool GetViewportExtentsFromRenderTask(const RenderTask& renderTask, Rect<float>& viewportExtent)
+{
+ 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 false;
+ }
+ }
+ else
+ {
+ Viewport viewport;
+ renderTask.GetViewport(viewport);
+ viewportExtent.x = viewport.x;
+ viewportExtent.y = viewport.y;
+ viewportExtent.width = viewport.width;
+ viewportExtent.height = viewport.height;
+ }
+ return true;
+}
+} // namespace
bool ConvertScreenToLocal(
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
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(!GetViewportExtentsFromRenderTask(renderTask, viewportExtent))
+ {
+ return success;
+ }
+
+ 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(!GetViewportExtentsFromRenderTask(renderTask, viewportExtent))
+ {
+ return success;
+ }
+
+ 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 = 0.0f;
+ float minScreenY = 0.0f;
+ float maxScreenX = 0.0f;
+ float maxScreenY = 0.0f;
+
+ 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 = 0.0f;
+ float screenY = 0.0f;
+ 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;
+}
+
/**
* @brief Computes and center position by using transform properties.
* @param[in] anchorPoint anchorPoint of an actor.
* @param[in] viewMatrix The view matrix used to display this entity
* @param[in] projectionMatrix The projection matrix used to display this entity
* @param[in] worldMatrix The world matrix of this entity
- * @param[in] viewport The viewport used for drawing
* @param[in] currentSize The 2d bounding box for this entity
+ * @param[in] viewport The viewport used for drawing
* @param[out] localX The local X coordinate
* @param[out] localY The local Y coordinate
* @param[in] screenX The screen X coordinate
Rect<> CalculateActorScreenExtents(const Actor& actor, const Vector2& screenPosition, BufferIndex bufferIndex);
/**
+ * Convert local coordinates to screen coordinates
+ *
+ * @param[in] viewMatrix The view matrix used to display this entity
+ * @param[in] projectionMatrix The projection matrix used to display this entity
+ * @param[in] worldMatrix The world matrix of this entity
+ * @param[in] viewport The viewport used for drawing
+ * @param[in] localPosition The local position
+ * @param[out] screenX The screen X coordinate
+ * @param[out] screenY The screen Y coordinate
+ * @return true if the conversion was successful
+ */
+bool ConvertLocalToScreen(const Matrix& viewMatrix,
+ const Matrix& projectionMatrix,
+ const Matrix& worldMatrix,
+ const Viewport& viewport,
+ const Vector3& localPosition,
+ float& screenX,
+ float& screenY);
+
+/**
+ * Convert local coordinates to screen coordinates
+ *
+ * @param[in] renderTask The render task used to display this entity
+ * @param[in] actor The actor of this entity
+ * @param[in] worldMatrix The world matrix of this entity
+ * @param[in] localPosition The local position
+ * @param[out] screenX The screen X coordinate
+ * @param[out] screenY The screen Y coordinate
+ * @return true if the conversion was successful
+ */
+bool ConvertLocalToScreenRenderTask(
+ const RenderTask& renderTask,
+ const Actor& actor,
+ const Matrix& worldMatrix,
+ const Vector3& localPosition,
+ float& screenX,
+ float& screenY);
+
+/**
+ * Convert local coordinates to screen coordinates
+ * Search through the given renderTaskList to check if this entity can be converted
+ *
+ * @param[in] renderTaskList The render task list to search
+ * @param[in] actor The actor of this entity
+ * @param[in] worldMatrix The world matrix of this entity
+ * @param[in] localPosition The local position
+ * @param[out] screenX The screen X coordinate
+ * @param[out] screenY The screen Y coordinate
+ * @return true if the conversion was successful
+ */
+bool ConvertLocalToScreenRenderTaskList(
+ const RenderTaskList& renderTaskList,
+ const Actor& actor,
+ const Matrix& worldMatrix,
+ const Vector3& localPosition,
+ float& screenX,
+ float& screenY);
+
+/**
+ * Calculate the screen position of the actor from it's node transform and anchor point.
+ * It will consider rendertasklist.
+ *
+ * @param[in] actor The actor
+ * @param[in] bufferIndex The current event buffer index
+ * @return the screen extents of the actor consider camera.
+ */
+const Vector2 CalculateActorScreenPositionRenderTaskList(const Actor& actor, BufferIndex bufferIndex);
+
+/**
+ * Convert local coordinates to screen coordinates extent
+ *
+ * @param[in] renderTask The render task used to display this entity
+ * @param[in] actor The actor of this entity
+ * @param[in] worldMatrix The world matrix of this entity
+ * @param[in] localPosition The local position
+ * @param[out] screenExtent The screen Extent
+ * @return true if the conversion was successful
+ */
+bool ConvertLocalToScreenExtentRenderTask(
+ const RenderTask& renderTask,
+ const Actor& actor,
+ const Matrix& worldMatrix,
+ const Vector3& currentSize,
+ Rect<>& screenExtent);
+
+/**
+ * Convert local coordinates to screen coordinates extent
+ * Search through the given renderTaskList to check if this entity can be converted
+ *
+ * @param[in] renderTaskList The render task list to search
+ * @param[in] actor The actor of this entity
+ * @param[in] worldMatrix The world matrix of this entity
+ * @param[in] localPosition The local position
+ * @param[out] screenExtent The screen Extent
+ * @return true if the conversion was successful
+ */
+bool ConvertLocalToScreenExtentRenderTaskList(
+ const RenderTaskList& renderTaskList,
+ const Actor& actor,
+ const Matrix& worldMatrix,
+ const Vector3& currentSize,
+ Rect<>& screenExtent);
+/**
+ * Calculate the screen extents of the actor from its node transform, anchor point and size.
+ * It will consider rendertasklist.
+ *
+ * @param[in] actor The actor
+ * @param[in] bufferIndex The current event buffer index
+ * @return the screen extents of the actor consider camera.
+ */
+Rect<> CalculateActorScreenExtentsRenderTaskList(const Actor& actor, BufferIndex bufferIndex);
+
+/**
* Get the world transform of the actor.
*
* This calculates the world transform from scratch using only event
if(mScene)
{
BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
- return CalculateActorScreenPosition(*this, bufferIndex);
+ if(mLayer3DParentsCount == 0)
+ {
+ // We can assume that this actor is under 2d layer. Use faster, but imprecise algorithm
+ return CalculateActorScreenPosition(*this, bufferIndex);
+ }
+ else
+ {
+ return CalculateActorScreenPositionRenderTaskList(*this, bufferIndex);
+ }
}
return Vector2::ZERO;
}
mName(),
mSortedDepth(0u),
mDepth(0u),
+ mLayer3DParentsCount(0),
mIsRoot(ROOT_LAYER == derivedType),
mIsLayer(LAYER == derivedType || ROOT_LAYER == derivedType),
mIsOnScene(false),
mParentImpl.UnparentChildren();
}
-void Actor::ConnectToScene(uint32_t parentDepth, bool notify)
+void Actor::ConnectToScene(uint32_t parentDepth, uint32_t layer3DParentsCount, bool notify)
{
// This container is used instead of walking the Actor hierarchy.
// It protects us when the Actor hierarchy is modified during OnSceneConnectionExternal callbacks.
}
// This stage is not interrupted by user callbacks.
- mParentImpl.RecursiveConnectToScene(connectionList, parentDepth + 1);
+ mParentImpl.RecursiveConnectToScene(connectionList, layer3DParentsCount, parentDepth + 1);
// Notify applications about the newly connected actors.
for(const auto& actor : connectionList)
parentActor->OnScene())
{
// Instruct each actor to create a corresponding node in the scene graph
- ConnectToScene(parentActor->GetHierarchyDepth(), notify);
+ ConnectToScene(parentActor->GetHierarchyDepth(), parentActor->GetLayer3DParentCount(), notify);
}
// Resolve the name and index for the child properties if any
Rect<> Actor::CalculateScreenExtents() const
{
- auto screenPosition = GetCurrentScreenPosition();
- BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
- return CalculateActorScreenExtents(*this, screenPosition, bufferIndex);
+ if(mLayer3DParentsCount == 0)
+ {
+ // We can assume that this actor is under 2d layer. Use faster, but imprecise algorithm
+ auto screenPosition = GetCurrentScreenPosition();
+ BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
+ return CalculateActorScreenExtents(*this, screenPosition, bufferIndex);
+ }
+ else
+ {
+ BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
+ return CalculateActorScreenExtentsRenderTaskList(*this, bufferIndex);
+ }
}
Vector3 Actor::GetAnchorPointForPosition() const
}
/**
+ * @brief Get the number of layer with 3D behaviour in ancestors include this. It will be 0 if actor is not on scene.
+ *
+ * @return currently the number of layer with 3D behaviour in ancestors.
+ */
+ inline int32_t GetLayer3DParentCount() const
+ {
+ if(mIsOnScene)
+ {
+ return mLayer3DParentsCount;
+ }
+
+ return 0;
+ }
+
+ /**
* Get the actor's sorting depth
*
* @return The depth used for hit-testing and renderer sorting
/**
* Called on a child during Add() when the parent actor is connected to the Scene.
* @param[in] parentDepth The depth of the parent in the hierarchy.
+ * @param[in] layer3DParentsCount The number of 3d layers in the hierarchy.
* @param[in] notify Emits notification if set to true.
*/
- void ConnectToScene(uint32_t parentDepth, bool notify);
+ void ConnectToScene(uint32_t parentDepth, uint32_t layer3DParentsCount, bool notify);
/**
* Connect the Node associated with this Actor to the scene-graph.
uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order.
int16_t mDepth; ///< The depth in the hierarchy of the actor. Only 32,767 levels of depth are supported
+ int16_t mLayer3DParentsCount; ///< The number of layer with 3D behaviour in ancestors include this. It will be 0 if actor is not on scene.
+
const bool mIsRoot : 1; ///< Flag to identify the root actor
const bool mIsLayer : 1; ///< Flag to identify that this is a layer
bool mIsOnScene : 1; ///< Flag to identify whether the actor is on-scene
}
}
-void ActorParentImpl::RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth)
+void ActorParentImpl::RecursiveConnectToScene(ActorContainer& connectionList, uint32_t layer3DParentsCount, uint32_t depth)
{
DALI_ASSERT_ALWAYS(!mOwner.OnScene());
- mOwner.mIsOnScene = true;
- mOwner.mDepth = static_cast<uint16_t>(depth); // overflow ignored, not expected in practice
+ if(mOwner.mIsLayer)
+ {
+ if(static_cast<Dali::Internal::Layer*>(&mOwner)->GetBehavior() == Dali::Layer::Behavior::LAYER_3D)
+ {
+ // This is 3d layer. Propagate it to all children.
+ ++layer3DParentsCount;
+ }
+ }
+
+ mOwner.mIsOnScene = true;
+ mOwner.mDepth = static_cast<uint16_t>(depth); // overflow ignored, not expected in practice
+ mOwner.mLayer3DParentsCount = static_cast<uint16_t>(layer3DParentsCount); // overflow ignored, not expected in practice
mOwner.ConnectToSceneGraph();
// Notification for internal derived classes
for(const auto& actor : *mChildren)
{
actor->SetScene(*mOwner.mScene);
- actor->mParentImpl.RecursiveConnectToScene(connectionList, depth + 1);
+ actor->mParentImpl.RecursiveConnectToScene(connectionList, layer3DParentsCount, depth + 1);
}
}
}
void ActorParentImpl::RecursiveDisconnectFromScene(ActorContainer& disconnectionList)
{
// need to change state first so that internals relying on IsOnScene() inside OnSceneDisconnectionInternal() get the correct value
- mOwner.mIsOnScene = false;
- mOwner.mScene = nullptr;
+ mOwner.mIsOnScene = false;
+ mOwner.mScene = nullptr;
+ mOwner.mLayer3DParentsCount = 0;
// Recursively disconnect children
if(mChildren)
mOwner.DisconnectFromSceneGraph();
}
+void ActorParentImpl::RecursiveChangeLayer3dCount(int32_t layer3DParentsCountDiff)
+{
+ mOwner.mLayer3DParentsCount += layer3DParentsCountDiff; // overflow ignored, not expected in practice
+
+ // Recursively change the value
+ if(mChildren)
+ {
+ for(const auto& actor : *mChildren)
+ {
+ actor->mParentImpl.RecursiveChangeLayer3dCount(layer3DParentsCountDiff);
+ }
+ }
+}
+
void ActorParentImpl::InheritLayoutDirectionRecursively(Dali::LayoutDirection::Type direction, bool set)
{
if(mOwner.mInheritLayoutDirection || set)
#ifndef DALI_INTERNAL_ACTOR_PARENT_IMPL_H
#define DALI_INTERNAL_ACTOR_PARENT_IMPL_H
/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use actor file except in compliance with the License.
* Helper to recursively connect a tree of actors.
* This is not interrupted by user callbacks
* @param[in] depth The depth in the hierarchy of the actor
+ * @param[in] layer3DParentsCount The number of 3d layers in the hierarchy.
* @param[out] connectionList On return, the list of connected actors which require notification.
*/
- void RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth);
+ void RecursiveConnectToScene(ActorContainer& connectionList, uint32_t layer3DParentsCount, uint32_t depth);
/**
* Helper to recursively disconnect a tree of actors.
void RecursiveDisconnectFromScene(ActorContainer& disconnectionList);
/**
+ * Helper to recursively change the number of 3d layers in a tree of actors.
+ * This is not interrupted by user callbacks.
+ * @param[in] layer3DParentsCountDiff Difference valaue of 3d layers count.
+ */
+ void RecursiveChangeLayer3dCount(int32_t layer3DParentsCountDiff);
+
+ /**
* @brief Propagates layout direction recursively.
* @param[in] direction New layout direction.
*/
/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
void Layer::SetBehavior(Dali::Layer::Behavior behavior)
{
- mBehavior = behavior;
+ if(mBehavior != behavior)
+ {
+ mBehavior = behavior;
- // Notify update side object.
- SetBehaviorMessage(GetEventThreadServices(), GetSceneGraphLayer(), behavior);
- // By default, disable depth test for LAYER_UI, and enable for LAYER_3D.
- SetDepthTestDisabled(mBehavior == Dali::Layer::LAYER_UI);
+ if(mIsOnScene)
+ {
+ // If current layer is on scene, and it's behavior changed,
+ // Change the mLayer3DParentsCount value recursively.
+ mParentImpl.RecursiveChangeLayer3dCount(mBehavior == Dali::Layer::LAYER_3D ? 1 : -1);
+ }
+
+ // Notify update side object.
+ SetBehaviorMessage(GetEventThreadServices(), GetSceneGraphLayer(), behavior);
+ // By default, disable depth test for LAYER_UI, and enable for LAYER_3D.
+ SetDepthTestDisabled(mBehavior == Dali::Layer::LAYER_UI);
+ }
}
void Layer::SetClipping(bool enabled)