5 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
21 #include <dali/public-api/actors/camera-actor.h>
22 #include <dali/public-api/adaptor-framework/timer.h>
23 #include <dali/public-api/math/vector2.h>
26 * @brief The GameCamera class
27 * First-person camera implementation with handling user input
29 * GameCamera uses the DALi camera for displaying 3D game view.
30 * Additionally it handles simple user input by attaching fullscreen
31 * sized 'interceptor' Actor to the front of the CameraActor ( to be always
32 * parallel to the view ). It is necessary, as with changing camera orientation
33 * the the window cannot be used as a touch signal receiver ( it will simply
34 * go offscreen with camera rotation ).
36 * DALi camera uses left-handed coordinate system.
38 * The control scheme assumes that left half of the screen is responsible for
39 * movement, the right half of screen is a rotation.
41 class GameCamera : public Dali::ConnectionTracker
45 * Creates an instance of GameCamera
50 * Destroys an instance of GameCamera
55 * Initialise with given fovY, near, far
56 * @param[in] defaultCamera The default camera used by the scene
57 * @param[in] fovY Field of view in degrees
58 * @param[in] near Near plane
59 * @param[in] far Far Plane
60 * @param[in] sceneSize The size of the scene this is looking at
62 void Initialise(Dali::CameraActor defaultCamera, float fov, float near, float far, const Dali::Vector2& sceneSize);
66 * Sets up a perspective camera using Dali default camera
68 void InitialiseDefaultCamera();
71 * Creates 'interceptor' actor. Interceptor actor is always parallel
72 * to the camera and positioned little bit in front of it in order to
73 * intercept user input.
75 void CreateInterceptorActor();
78 * Handles onTouch signal on the 'interceptor' actor
79 * @param[in] actor Actor receiving signal
80 * @param[in] touch Touch data
82 bool OnTouch(Dali::Actor actor, const Dali::TouchEvent& touch);
85 * Handles camera tick() update
86 * @return true if continue running timer, false otherwise
91 Dali::CameraActor mCameraActor; /// Camera actor
92 Dali::Actor mInterceptorActor; /// Actor intercepting user input
94 Dali::Timer mTimer; /// Per-frame timer
96 Dali::Vector2 mScreenLookDelta; /// Look delta vector in screen space
97 Dali::Vector2 mScreenWalkDelta; /// Walk delta vector in screen space
98 Dali::Vector2 mOldTouchLookPosition; /// Previous look vector in screen space
99 Dali::Vector2 mOldTouchWalkPosition; /// Previuus walk vector in screen space
101 Dali::Vector2 mCameraYawPitch; /// Camera yaw-pitch angles
103 float mFovY; /// Camera field-of-view
104 float mNear; /// Near plane
105 float mFar; /// Far plane
107 int mWalkingTouchId; /// Touch device id bound to the walking action
108 int mLookingTouchId; /// Touch device id bound to the looking action
110 Dali::Vector3 mCameraPosition; /// Current camera position ( shadowing the actor position )
111 Dali::Vector2 mSceneSize; /// The size of the scene we are looking at
113 bool mPortraitMode; /// flag if window is in portrait mode ( physically window width < height )