2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
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
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
19 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
22 #include <dali/public-api/actors/mesh-actor.h>
23 #include <dali/public-api/geometry/animatable-mesh.h>
24 #include <dali/public-api/animation/constraint.h>
25 #include <dali/public-api/shader-effects/shader-effect.h>
26 #include <dali/public-api/math/vector3.h>
42 // Bouncing effect is presented by stacked three layers with same color and opacity
43 const size_t NUM_LAYERS( 3 );
44 const Vector3 LAYER_HEIGHTS( 1.f, 27.f/42.f, 13.f/42.f);
46 // use the actor color to paint every layer
47 const char* MESH_FRAGMENT_SHADER =
50 " gl_FragColor = uColor;\n"
53 // Constraint to move the vertices vertically
54 struct VertexPositionConstraint
56 VertexPositionConstraint( float initialY, float range )
57 : mInitialY( initialY ),
62 Vector3 operator()( const Vector3& current, const PropertyInput& bounceCoef )
64 float positionY = mInitialY + mRange * fabsf(bounceCoef.GetFloat());
65 return Vector3( current.x, positionY, current.z );
74 Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex )
76 Dali::AnimatableMesh mesh;
77 Dali::MeshActor meshActor;
79 Dali::AnimatableMesh::Faces faces;
80 faces.reserve( NUM_LAYERS * 6 ); // 2 triangles per layer
81 for( size_t i=0; i<NUM_LAYERS; i++ )
84 faces.push_back(j); faces.push_back(j+3); faces.push_back(j+1);
85 faces.push_back(j); faces.push_back(j+2); faces.push_back(j+3);
88 mesh = Dali::AnimatableMesh::New(NUM_LAYERS*4, faces); // 4 vertices per layer
89 for( size_t i=0;i<NUM_LAYERS;i++ )
92 float positionZ = 0.01f*static_cast<float>( i ); // the interval between each layer is 0.01
93 mesh[j ].SetPosition( Vector3( -0.5f, -0.5f, positionZ ) );
94 mesh[j+1].SetPosition( Vector3( 0.5f, -0.5f, positionZ ) );
95 mesh[j+2].SetPosition( Vector3( -0.5f, -0.5f, positionZ ) );
96 mesh[j+3].SetPosition( Vector3( 0.5f, -0.5f, positionZ ) );
99 meshActor = Dali::MeshActor::New(mesh);
100 meshActor.SetAffectedByLighting(false);
102 Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( "", MESH_FRAGMENT_SHADER,
103 GEOMETRY_TYPE_UNTEXTURED_MESH,
104 Dali::ShaderEffect::HINT_BLENDING );
105 meshActor.SetShaderEffect(shaderEffect);
107 // To control the movement of all vertices with one custom property
108 bouncePropertyIndex = meshActor.RegisterProperty("BounceCoeffcient", 0.f);
109 for( size_t i=0;i<NUM_LAYERS;i++ )
112 mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+2, AnimatableVertex::POSITION ),
113 Source(meshActor, bouncePropertyIndex),
114 VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
115 mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+3, AnimatableVertex::POSITION),
116 Source(meshActor, bouncePropertyIndex),
117 VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
123 } // namespace Internal
125 } // namespace Toolkit