Updated demos to use DALi clang-format
[platform/core/uifw/dali-demo.git] / examples / rendering-skybox / look-camera.cpp
1 /*
2  * Copyright (c) 2020 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 #include "look-camera.h"
19
20 #include <dali/public-api/events/touch-event.h>
21 #include <dali/public-api/render-tasks/render-task-list.h>
22 #include <dali/public-api/render-tasks/render-task.h>
23
24 using namespace Dali;
25
26 namespace
27 {
28 // Input sensitivity, the larger value, the more sensitive input
29 // Default value has been chosen empirically
30 const float CAMERA_SENSITIVITY(90.0f);
31
32 // Vertical angle limit of the camera
33 const float CAMERA_VERTICAL_LIMIT(80.0f);
34
35 // Position where camera is instantiated by default
36 const Vector3 CAMERA_DEFAULT_POSITION(0.0f, 0.0f, 3.0f);
37
38 // Field-of-View in degrees
39 const float CAMERA_DEFAULT_FOV(60.0f);
40
41 // Near plane
42 const float CAMERA_DEFAULT_NEAR(0.1f);
43
44 // Far plane
45 const float CAMERA_DEFAULT_FAR(100.0f);
46
47 // Default forward vector
48 const Vector3 CAMERA_FORWARD(0.0f, 0.0f, 1.0f);
49
50 // Default up vector
51 const Vector3 CAMERA_UP(Vector3::YAXIS);
52 } // namespace
53
54 LookCamera::LookCamera()
55 : mCameraYawPitch(0.0f, 180.0f),
56   mFovY(CAMERA_DEFAULT_FOV),
57   mNear(CAMERA_DEFAULT_NEAR),
58   mFar(CAMERA_DEFAULT_FAR),
59   mCameraPosition(CAMERA_DEFAULT_POSITION)
60 {
61 }
62
63 LookCamera::~LookCamera()
64 {
65   mTimer.Stop();
66   mCameraActor.Remove(mInterceptorActor);
67 }
68
69 void LookCamera::Initialise(Window window, const Vector3& position, float fovY, float near, float far)
70 {
71   mWindow = window;
72
73   mFovY = fovY;
74   mNear = near;
75   mFar  = far;
76
77   // Camera position is shadowed in order to avoid using.GetCurrentProperty< Vector3 >( Actor::Property::POSITION )
78   mCameraPosition = position;
79
80   // Initialise default camera
81   InitialiseDefaultCamera();
82
83   // Create input interceptor actor
84   CreateInterceptorActor();
85
86   // Start timer
87   mTimer = Timer::New(16);
88   mTimer.TickSignal().Connect(this, &LookCamera::OnTick);
89   mTimer.Start();
90 }
91
92 bool LookCamera::OnTick()
93 {
94   Vector2 windowSize = mWindow.GetSize();
95
96   // ---------------------------------------------------------------------
97   // update rotation
98   Vector2 tmp(mScreenLookDelta);
99   mScreenLookDelta = Vector2::ZERO;
100
101   float yaw   = ((tmp.y / windowSize.x) * CAMERA_SENSITIVITY);
102   float pitch = ((tmp.x / windowSize.y) * CAMERA_SENSITIVITY);
103   mCameraYawPitch.x -= yaw;
104   mCameraYawPitch.y -= pitch;
105   if(abs(mCameraYawPitch.x) > CAMERA_VERTICAL_LIMIT)
106   {
107     mCameraYawPitch.x = CAMERA_VERTICAL_LIMIT * ((mCameraYawPitch.x < 0) ? -1.0f : 1.0f);
108   }
109
110   Quaternion rotation;
111   Quaternion rotX(Degree(mCameraYawPitch.x), Vector3(1.0f, 0.0f, 0.0f));
112   Quaternion rotY(Degree(mCameraYawPitch.y), Vector3(0.0f, 1.0f, 0.0f));
113   rotation = (rotY * rotX);
114
115   mCameraActor.SetProperty(Actor::Property::ORIENTATION, rotation);
116
117   return true;
118 }
119
120 void LookCamera::InitialiseDefaultCamera()
121 {
122   mCameraActor = mWindow.GetRenderTaskList().GetTask(0).GetCameraActor();
123   mCameraActor.SetProperty(Dali::Actor::Property::NAME, "LookCamera");
124   mCameraActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
125   mCameraActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
126   mCameraActor.SetFieldOfView(Radian(Degree(mFovY)));
127
128   // should be read from file
129   mCameraActor.SetNearClippingPlane(mNear);
130   mCameraActor.SetFarClippingPlane(mFar);
131   mCameraActor.SetProperty(Actor::Property::POSITION, mCameraPosition);
132 }
133
134 void LookCamera::CreateInterceptorActor()
135 {
136   Vector2 windowSize = mWindow.GetSize();
137
138   mInterceptorActor = Actor::New();
139   mInterceptorActor.SetProperty(Dali::Actor::Property::NAME, "InputInterceptor");
140   mInterceptorActor.SetProperty(Actor::Property::SIZE, Vector3(windowSize.width, windowSize.height, 1));
141   mInterceptorActor.SetProperty(Actor::Property::POSITION, Vector3(0.0, 0.0, 1.0));
142   mInterceptorActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
143   mInterceptorActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
144   mCameraActor.Add(mInterceptorActor);
145
146   // Connect TouchedSignal to interceptor actor
147   mInterceptorActor.TouchedSignal().Connect(this, &LookCamera::OnTouch);
148 }
149
150 bool LookCamera::OnTouch(Actor actor, const TouchEvent& touch)
151 {
152   for(int i = 0; i < (int)touch.GetPointCount() && i < 3; ++i)
153   {
154     Vector2 position(touch.GetScreenPosition(i));
155
156     // touch started
157     if(touch.GetState(i) == PointState::STARTED)
158     {
159       mOldTouchLookPosition = position;
160     }
161     else if(touch.GetState(i) == PointState::FINISHED ||
162             touch.GetState(i) == PointState::LEAVE ||
163             touch.GetState(i) == PointState::INTERRUPTED)
164     {
165       mScreenLookDelta      = Vector2::ZERO;
166       mOldTouchLookPosition = Vector2::ZERO;
167     }
168     else // on motion
169     {
170       mScreenLookDelta.x += (position.x - mOldTouchLookPosition.x);
171       mScreenLookDelta.y += (position.y - mOldTouchLookPosition.y);
172       mOldTouchLookPosition = position;
173     }
174   }
175
176   return true;
177 }