2 * Copyright (c) 2023 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-scene3d/internal/controls/model/model-impl.h>
22 #include <dali-toolkit/dali-toolkit.h>
23 #include <dali-toolkit/internal/controls/control/control-data-impl.h>
24 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
25 #include <dali/devel-api/actors/actor-devel.h>
26 #include <dali/integration-api/adaptor-framework/adaptor.h>
27 #include <dali/integration-api/debug.h>
28 #include <dali/public-api/math/math-utils.h>
29 #include <dali/public-api/object/type-registry-helper.h>
30 #include <dali/public-api/object/type-registry.h>
34 #include <dali-scene3d/internal/common/image-resource-loader.h>
35 #include <dali-scene3d/internal/common/model-cache-manager.h>
36 #include <dali-scene3d/internal/controls/scene-view/scene-view-impl.h>
37 #include <dali-scene3d/internal/event/collider-mesh-processor.h>
38 #include <dali-scene3d/internal/light/light-impl.h>
39 #include <dali-scene3d/internal/model-components/model-node-impl.h>
40 #include <dali-scene3d/public-api/controls/model/model.h>
41 #include <dali-scene3d/public-api/loader/animation-definition.h>
42 #include <dali-scene3d/public-api/loader/camera-parameters.h>
43 #include <dali-scene3d/public-api/loader/light-parameters.h>
44 #include <dali-scene3d/public-api/loader/load-result.h>
45 #include <dali-scene3d/public-api/loader/node-definition.h>
46 #include <dali-scene3d/public-api/loader/scene-definition.h>
47 #include <dali-scene3d/public-api/loader/shader-manager.h>
48 #include <dali-scene3d/public-api/model-motion/motion-index/blend-shape-index.h>
49 #include <dali-toolkit/public-api/controls/control-impl.h>
61 * Creates control through type registry
65 return Scene3D::Model::New(std::string());
68 // Setup properties, signals and actions using the type-registry.
69 DALI_TYPE_REGISTRATION_BEGIN(Scene3D::Model, Toolkit::Control, Create);
70 DALI_TYPE_REGISTRATION_END()
72 static constexpr Vector3 Y_DIRECTION(1.0f, -1.0f, 1.0f);
73 static constexpr float SIZE_STEP_CONDITION = 0.1f;
75 static constexpr bool DEFAULT_MODEL_CHILDREN_SENSITIVE = false;
76 static constexpr bool DEFAULT_MODEL_CHILDREN_FOCUSABLE = false;
82 pointMin = Vector3(std::numeric_limits<float>::max(), std::numeric_limits<float>::max(), std::numeric_limits<float>::max());
83 pointMax = Vector3(std::numeric_limits<float>::min(), std::numeric_limits<float>::min(), std::numeric_limits<float>::min());
86 void ConsiderNewPointInVolume(const Vector3& position)
88 pointMin.x = std::min(position.x, pointMin.x);
89 pointMin.y = std::min(position.y, pointMin.y);
90 pointMin.z = std::min(position.z, pointMin.z);
92 pointMax.x = std::max(position.x, pointMax.x);
93 pointMax.y = std::max(position.y, pointMax.y);
94 pointMax.z = std::max(position.z, pointMax.z);
97 Vector3 CalculateSize()
99 return pointMax - pointMin;
102 Vector3 CalculatePivot()
104 Vector3 pivot = pointMin / (pointMin - pointMax);
105 for(uint32_t i = 0; i < 3; ++i)
107 // To avoid divid by zero
108 if(Dali::Equals(pointMin[i], pointMax[i]))
120 void ConfigureBlendShapeShaders(
121 Dali::Scene3D::Loader::ResourceBundle& resources, const Dali::Scene3D::Loader::SceneDefinition& scene, Actor root, std::vector<Dali::Scene3D::Loader::BlendshapeShaderConfigurationRequest>&& requests)
123 std::vector<std::string> errors;
124 auto onError = [&errors](const std::string& msg) { errors.push_back(msg); };
125 if(!scene.ConfigureBlendshapeShaders(resources, root, std::move(requests), onError))
127 Dali::Scene3D::Loader::ExceptionFlinger flinger(ASSERT_LOCATION);
128 for(auto& msg : errors)
130 flinger << msg << '\n';
135 void AddModelTreeToAABB(BoundingVolume& AABB, const Dali::Scene3D::Loader::SceneDefinition& scene, const Dali::Scene3D::Loader::Customization::Choices& choices, Dali::Scene3D::Loader::Index iNode, Dali::Scene3D::Loader::NodeDefinition::CreateParams& nodeParams, Matrix parentMatrix)
137 static constexpr uint32_t BOX_POINT_COUNT = 8;
138 static uint32_t BBIndex[BOX_POINT_COUNT][3] = {{0, 0, 0}, {0, 1, 0}, {1, 0, 0}, {1, 1, 0}, {0, 0, 1}, {0, 1, 1}, {1, 0, 1}, {1, 1, 1}};
141 const Dali::Scene3D::Loader::NodeDefinition* node = scene.GetNode(iNode);
142 Matrix localMatrix = node->GetLocalSpace();
143 Matrix::Multiply(nodeMatrix, localMatrix, parentMatrix);
146 if(node->GetExtents(nodeParams.mResources, volume[0], volume[1]))
148 for(uint32_t i = 0; i < BOX_POINT_COUNT; ++i)
150 Vector4 position = Vector4(volume[BBIndex[i][0]].x, volume[BBIndex[i][1]].y, volume[BBIndex[i][2]].z, 1.0f);
151 Vector4 objectPosition = nodeMatrix * position;
152 objectPosition /= objectPosition.w;
154 AABB.ConsiderNewPointInVolume(Vector3(objectPosition));
158 if(node->mCustomization)
160 if(!node->mChildren.empty())
162 auto choice = choices.Get(node->mCustomization->mTag);
163 Dali::Scene3D::Loader::Index i = std::min(choice != Dali::Scene3D::Loader::Customization::NONE ? choice : 0, static_cast<Dali::Scene3D::Loader::Index>(node->mChildren.size() - 1));
165 AddModelTreeToAABB(AABB, scene, choices, node->mChildren[i], nodeParams, nodeMatrix);
170 for(auto i : node->mChildren)
172 AddModelTreeToAABB(AABB, scene, choices, i, nodeParams, nodeMatrix);
177 void UpdateBlendShapeNodeMapRecursively(Model::BlendShapeModelNodeMap& resultMap, const Scene3D::ModelNode& node)
183 const auto childCount = node.GetChildCount();
184 for(auto i = 0u; i < childCount; ++i)
186 UpdateBlendShapeNodeMapRecursively(resultMap, Scene3D::ModelNode::DownCast(node.GetChildAt(i)));
189 std::vector<std::string> blendShapeNames;
190 node.RetrieveBlendShapeNames(blendShapeNames);
191 for(const auto& iter : blendShapeNames)
193 // Append or create new list.
194 resultMap[iter].push_back(node);
198 void UpdateShaderRecursively(Scene3D::ModelNode node, Scene3D::Loader::ShaderManagerPtr shaderManager)
205 GetImplementation(node).UpdateShader(shaderManager);
207 uint32_t childrenCount = node.GetChildCount();
208 for(uint32_t i = 0; i < childrenCount; ++i)
210 Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
213 UpdateShaderRecursively(childNode, shaderManager);
218 void UpdateShadowMapTextureRecursively(Scene3D::ModelNode node, Dali::Texture shadowMapTexture)
225 GetImplementation(node).SetShadowMapTexture(shadowMapTexture);
227 uint32_t childrenCount = node.GetChildCount();
228 for(uint32_t i = 0; i < childrenCount; ++i)
230 Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
233 UpdateShadowMapTextureRecursively(childNode, shadowMapTexture);
238 } // anonymous namespace
240 Model::Model(const std::string& modelUrl, const std::string& resourceDirectoryUrl)
241 : Control(ControlBehaviour(DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS)),
243 mResourceDirectoryUrl(resourceDirectoryUrl),
245 mShaderManager(new Scene3D::Loader::ShaderManager()),
246 mNaturalSize(Vector3::ZERO),
247 mModelPivot(AnchorPoint::CENTER),
248 mSceneIblScaleFactor(1.0f),
249 mIblScaleFactor(1.0f),
250 mSceneSpecularMipmapLevels(1u),
251 mSpecularMipmapLevels(1u),
252 mModelChildrenSensitive(DEFAULT_MODEL_CHILDREN_SENSITIVE),
253 mModelChildrenFocusable(DEFAULT_MODEL_CHILDREN_FOCUSABLE),
254 mModelResourceReady(false),
255 mIblDiffuseResourceReady(true),
256 mIblSpecularResourceReady(true),
257 mIblDiffuseDirty(false),
258 mIblSpecularDirty(false)
264 ResetResourceTasks();
266 if(ModelCacheManager::Get() && !mModelUrl.empty())
268 ModelCacheManager::Get().UnreferenceModelCache(mModelUrl);
272 Dali::Scene3D::Model Model::New(const std::string& modelUrl, const std::string& resourceDirectoryUrl)
274 Model* impl = new Model(modelUrl, resourceDirectoryUrl);
276 Dali::Scene3D::Model handle = Dali::Scene3D::Model(*impl);
278 // Second-phase init of the implementation
279 // This can only be done after the CustomActor connection has been made...
285 const Scene3D::ModelNode Model::GetModelRoot() const
290 void Model::AddModelNode(Scene3D::ModelNode modelNode)
297 mModelRoot.Add(modelNode);
298 if(mModelUrl.empty())
300 mModelResourceReady = true;
303 UpdateShaderRecursively(modelNode, mShaderManager);
305 if(mShadowMapTexture)
307 UpdateShadowMapTextureRecursively(modelNode, mShadowMapTexture);
310 if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
312 UpdateImageBasedLightTexture();
313 UpdateImageBasedLightScaleFactor();
316 GetImplementation(modelNode).SetRootModel(this);
318 // If model has a collider mesh set, add it to the container
319 if(modelNode.HasColliderMesh())
321 RegisterColliderMesh(modelNode, modelNode.GetColliderMesh());
322 Scene3D::ColliderMeshProcessor::Get().ColliderMeshChanged(Scene3D::Model::DownCast(Self()));
325 if(Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE))
327 NotifyResourceReady();
331 void Model::RegisterColliderMesh(Scene3D::ModelNode& modelNode, const Dali::Scene3D::Algorithm::ColliderMesh& mesh)
333 mColliderMeshes[modelNode.GetProperty<int>(Actor::Property::ID)] = modelNode;
336 Scene3D::ColliderMeshProcessor::Get().ColliderMeshChanged(Scene3D::Model::DownCast(Self()));
339 void Model::RemoveColliderMesh(Scene3D::ModelNode& node)
341 auto id = node.GetProperty<int>(Actor::Property::ID);
342 auto iter = std::find_if(mColliderMeshes.begin(), mColliderMeshes.end(), [id](auto& item) {
343 return item.first == id;
345 if(iter != mColliderMeshes.end())
347 mColliderMeshes.erase(iter);
351 void Model::RemoveModelNode(Scene3D::ModelNode modelNode)
353 // remove collider mesh from the list if node is being removed
354 if(modelNode.HasColliderMesh())
356 RemoveColliderMesh(modelNode);
357 GetImplementation(modelNode).SetRootModel(nullptr);
362 UpdateShaderRecursively(modelNode, nullptr);
363 mModelRoot.Remove(modelNode);
367 void Model::SetChildrenSensitive(bool enable)
369 if(mModelChildrenSensitive != enable)
371 mModelChildrenSensitive = enable;
374 mModelRoot.SetProperty(Dali::Actor::Property::SENSITIVE, mModelChildrenSensitive);
379 bool Model::GetChildrenSensitive() const
381 return mModelChildrenSensitive;
384 void Model::SetChildrenFocusable(bool enable)
386 if(mModelChildrenFocusable != enable)
388 mModelChildrenFocusable = enable;
391 mModelRoot.SetProperty(Dali::Actor::Property::KEYBOARD_FOCUSABLE, mModelChildrenFocusable);
392 mModelRoot.SetProperty(Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, mModelChildrenFocusable);
397 bool Model::GetChildrenFocusable() const
399 return mModelChildrenFocusable;
402 void Model::SetImageBasedLightSource(const std::string& diffuseUrl, const std::string& specularUrl, float scaleFactor)
404 bool needIblReset = false;
405 bool isOnScene = Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE);
406 if(mDiffuseIblUrl != diffuseUrl)
408 mDiffuseIblUrl = diffuseUrl;
409 if(mDiffuseIblUrl.empty())
415 mIblDiffuseDirty = true;
416 mIblDiffuseResourceReady = false;
420 if(mSpecularIblUrl != specularUrl)
422 mSpecularIblUrl = specularUrl;
423 if(mSpecularIblUrl.empty())
429 mIblSpecularDirty = true;
430 mIblSpecularResourceReady = false;
434 // If one or both of diffuse url and specular url are empty,
435 // we don't need to request to load texture.
438 ResetResourceTask(mIblDiffuseLoadTask);
439 ResetResourceTask(mIblSpecularLoadTask);
441 mIblDiffuseDirty = false;
442 mIblSpecularDirty = false;
443 mIblDiffuseResourceReady = true;
444 mIblSpecularResourceReady = true;
446 mDiffuseTexture.Reset();
447 mSpecularTexture.Reset();
448 UpdateImageBasedLightTexture();
452 if(isOnScene && mIblDiffuseDirty)
454 ResetResourceTask(mIblDiffuseLoadTask);
455 mIblDiffuseLoadTask = new EnvironmentMapLoadTask(mDiffuseIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &Model::OnIblDiffuseLoadComplete));
456 Dali::AsyncTaskManager::Get().AddTask(mIblDiffuseLoadTask);
457 mIblDiffuseDirty = false;
460 if(isOnScene && mIblSpecularDirty)
462 ResetResourceTask(mIblSpecularLoadTask);
463 mIblSpecularLoadTask = new EnvironmentMapLoadTask(mSpecularIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &Model::OnIblSpecularLoadComplete));
464 Dali::AsyncTaskManager::Get().AddTask(mIblSpecularLoadTask);
465 mIblSpecularDirty = false;
469 if(!Dali::Equals(mIblScaleFactor, scaleFactor))
471 mIblScaleFactor = scaleFactor;
472 UpdateImageBasedLightScaleFactor();
475 // If diffuse and specular textures are already loaded, emits resource ready signal here.
476 NotifyResourceReady();
479 void Model::SetImageBasedLightScaleFactor(float scaleFactor)
481 mIblScaleFactor = scaleFactor;
482 if(mDiffuseTexture && mSpecularTexture)
484 UpdateImageBasedLightScaleFactor();
488 float Model::GetImageBasedLightScaleFactor() const
490 return mIblScaleFactor;
493 uint32_t Model::GetAnimationCount() const
495 return mAnimations.size();
498 Dali::Animation Model::GetAnimation(uint32_t index) const
500 Dali::Animation animation;
501 if(mAnimations.size() > index)
503 animation = mAnimations[index].second;
508 Dali::Animation Model::GetAnimation(const std::string& name) const
510 Dali::Animation animation;
513 for(auto&& animationData : mAnimations)
515 if(animationData.first == name)
517 animation = animationData.second;
525 uint32_t Model::GetCameraCount() const
527 return mCameraParameters.size();
530 Dali::CameraActor Model::GenerateCamera(uint32_t index) const
532 Dali::CameraActor camera;
533 if(mCameraParameters.size() > index)
535 camera = Dali::CameraActor::New3DCamera();
536 if(!mCameraParameters[index].ConfigureCamera(camera, false))
538 DALI_LOG_ERROR("Fail to generate %u's camera actor : Some property was not defined. Please check model file.\n", index);
543 ApplyCameraTransform(camera);
548 bool Model::ApplyCamera(uint32_t index, Dali::CameraActor camera) const
550 if(camera && mCameraParameters.size() > index)
552 if(!mCameraParameters[index].ConfigureCamera(camera, false))
554 DALI_LOG_ERROR("Fail to apply %u's camera actor : Some property was not defined. Please check model file.\n", index);
558 ApplyCameraTransform(camera);
564 Scene3D::ModelNode Model::FindChildModelNodeByName(std::string_view nodeName)
566 Actor childActor = Self().FindChildByName(nodeName);
567 return Scene3D::ModelNode::DownCast(childActor);
570 void Model::RetrieveBlendShapeNames(std::vector<std::string>& blendShapeNames) const
572 blendShapeNames.reserve(blendShapeNames.size() + mBlendShapeModelNodeMap.size());
573 for(const auto& iter : mBlendShapeModelNodeMap)
575 blendShapeNames.push_back(iter.first);
579 void Model::RetrieveModelNodesByBlendShapeName(std::string_view blendShapeName, std::vector<Scene3D::ModelNode>& modelNodes) const
581 auto iter = mBlendShapeModelNodeMap.find(std::string(blendShapeName));
582 if(iter != mBlendShapeModelNodeMap.end())
584 const auto& modelNodeList = iter->second;
585 modelNodes.reserve(modelNodes.size() + modelNodeList.size());
586 for(const auto& nodeIter : modelNodeList)
588 modelNodes.push_back(nodeIter);
593 Dali::Animation Model::GenerateMotionDataAnimation(Scene3D::MotionData motionData)
595 Dali::Animation animation;
597 // TODO : Need to collect duplicated codes with SetMotionData()
601 const uint32_t motionCount = motionData.GetMotionCount();
602 for(uint32_t i = 0u; i < motionCount; ++i)
604 auto motionIndex = motionData.GetIndex(i);
605 auto motionValue = motionData.GetValue(i);
606 if(motionIndex && motionValue)
608 if(motionIndex.GetModelNodeId() != Property::INVALID_KEY)
610 Scene3D::ModelNode modelNode;
611 if(motionIndex.GetModelNodeId().type == Property::Key::Type::STRING)
613 modelNode = FindChildModelNodeByName(motionIndex.GetModelNodeId().stringKey);
615 else if(motionIndex.GetModelNodeId().type == Property::Key::Type::INDEX)
617 // TODO : Not implement yet.
622 KeyFrames keyFrames = motionValue.GetKeyFrames();
626 // Try to use index first. If failed, try to use name
627 Property::Index animatedPropertyIndex = motionIndex.GetPropertyIndex(modelNode);
628 if(animatedPropertyIndex != Property::INVALID_INDEX)
630 if(DALI_UNLIKELY(!animation))
632 animation = Animation::New(motionData.GetDuration());
634 animation.AnimateBetween(Dali::Property(modelNode, animatedPropertyIndex), keyFrames);
638 std::string animatedPropertyName = motionIndex.GetPropertyName(modelNode);
639 Dali::Property property(modelNode, animatedPropertyName);
640 if(property.propertyIndex != Property::INVALID_INDEX)
642 if(DALI_UNLIKELY(!animation))
644 animation = Animation::New(motionData.GetDuration());
646 animation.AnimateBetween(property, keyFrames);
654 Scene3D::BlendShapeIndex blendShapeIndex = Scene3D::BlendShapeIndex::DownCast(motionIndex);
655 if(blendShapeIndex && blendShapeIndex.GetBlendShapeId().type == Property::Key::Type::STRING)
657 // Special case : For BlendShapeIndex that doesn't have ModelNodeId and has string BlendShapeId,
658 // we need to animate all kind of blendshapes
660 KeyFrames keyFrames = motionValue.GetKeyFrames();
664 std::vector<Scene3D::ModelNode> modelNodes;
665 RetrieveModelNodesByBlendShapeName(blendShapeIndex.GetBlendShapeId().stringKey, modelNodes);
667 for(auto& modelNode : modelNodes)
669 // Try to use index first. If failed, try to use name
670 Property::Index animatedPropertyIndex = motionIndex.GetPropertyIndex(modelNode);
671 if(animatedPropertyIndex != Property::INVALID_INDEX)
673 if(DALI_UNLIKELY(!animation))
675 animation = Animation::New(motionData.GetDuration());
677 animation.AnimateBetween(Dali::Property(modelNode, animatedPropertyIndex), keyFrames);
681 std::string animatedPropertyName = motionIndex.GetPropertyName(modelNode);
682 Dali::Property property(modelNode, animatedPropertyName);
684 if(property.propertyIndex != Property::INVALID_INDEX)
686 if(DALI_UNLIKELY(!animation))
688 animation = Animation::New(motionData.GetDuration());
690 animation.AnimateBetween(property, keyFrames);
704 void Model::SetMotionData(Scene3D::MotionData motionData)
706 // TODO : Need to collect duplicated codes with GenerateMotionDataAnimation()
710 const uint32_t motionCount = motionData.GetMotionCount();
711 for(uint32_t i = 0u; i < motionCount; ++i)
713 auto motionIndex = motionData.GetIndex(i);
714 auto motionValue = motionData.GetValue(i);
715 if(motionIndex && motionValue)
717 if(motionIndex.GetModelNodeId() != Property::INVALID_KEY)
719 Scene3D::ModelNode modelNode;
720 if(motionIndex.GetModelNodeId().type == Property::Key::Type::STRING)
722 modelNode = FindChildModelNodeByName(motionIndex.GetModelNodeId().stringKey);
724 else if(motionIndex.GetModelNodeId().type == Property::Key::Type::INDEX)
726 // TODO : Not implement yet.
731 Property::Value value = motionValue.GetPropertyValue();
733 if(value.GetType() != Property::Type::NONE)
735 // Try to use index first. If failed, try to use name
736 Property::Index propertyIndex = motionIndex.GetPropertyIndex(modelNode);
737 if(propertyIndex != Property::INVALID_INDEX)
739 modelNode.SetProperty(propertyIndex, value);
743 std::string propertyName = motionIndex.GetPropertyName(modelNode);
744 Dali::Property property(modelNode, propertyName);
745 if(property.propertyIndex != Property::INVALID_INDEX)
747 modelNode.SetProperty(property.propertyIndex, value);
755 Scene3D::BlendShapeIndex blendShapeIndex = Scene3D::BlendShapeIndex::DownCast(motionIndex);
756 if(blendShapeIndex && blendShapeIndex.GetBlendShapeId().type == Property::Key::Type::STRING)
758 // Special case : For BlendShapeIndex that doesn't have ModelNodeId and has string BlendShapeId,
759 // we need to animate all kind of blendshapes
761 Property::Value value = motionValue.GetPropertyValue();
763 if(value.GetType() != Property::Type::NONE)
765 std::vector<Scene3D::ModelNode> modelNodes;
766 RetrieveModelNodesByBlendShapeName(blendShapeIndex.GetBlendShapeId().stringKey, modelNodes);
768 for(auto& modelNode : modelNodes)
770 // Try to use index first. If failed, try to use name
771 Property::Index propertyIndex = motionIndex.GetPropertyIndex(modelNode);
772 if(propertyIndex != Property::INVALID_INDEX)
774 modelNode.SetProperty(propertyIndex, value);
778 std::string propertyName = motionIndex.GetPropertyName(modelNode);
779 Dali::Property property(modelNode, propertyName);
780 if(property.propertyIndex != Property::INVALID_INDEX)
782 modelNode.SetProperty(property.propertyIndex, value);
794 ///////////////////////////////////////////////////////////
799 void Model::OnInitialize()
801 // Make ParentOrigin as Center.
802 Self().SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
804 mDefaultDiffuseTexture = ImageResourceLoader::GetEmptyTextureWhiteRGB();
805 mDefaultSpecularTexture = ImageResourceLoader::GetEmptyTextureWhiteRGB();
808 void Model::OnSceneConnection(int depth)
810 Actor parent = Self().GetParent();
813 // If this Model has parent SceneView and the its ShaderManager is same with privious ShaderManager,
814 // this Model don't need to update shader.
815 Scene3D::SceneView sceneView = Scene3D::SceneView::DownCast(parent);
818 mParentSceneView = sceneView;
819 GetImpl(sceneView).RegisterSceneItem(this);
820 Scene3D::Loader::ShaderManagerPtr shaderManager = GetImpl(sceneView).GetShaderManager();
821 if(mShaderManager != shaderManager)
823 mShaderManager = shaderManager;
824 UpdateShaderRecursively(mModelRoot, mShaderManager);
828 parent = parent.GetParent();
831 // Model can be added on Dali::Scene directly without SceneView.
832 // So, Model's mShaderManager and shaders of child ModelNodes are needed to be reset when this Model has not parent SceneView.
833 Scene3D::SceneView parentSceneView = mParentSceneView.GetHandle();
836 mShaderManager = new Dali::Scene3D::Loader::ShaderManager();
837 UpdateShaderRecursively(mModelRoot, mShaderManager);
840 if(!mModelLoadTask && !mModelResourceReady && !mModelUrl.empty())
842 // Request model load only if we setup url.
843 if(ModelCacheManager::Get())
845 ModelCacheManager::Get().ReferenceModelCache(mModelUrl);
847 mModelLoadTask = new ModelLoadTask(mModelUrl, mResourceDirectoryUrl, MakeCallback(this, &Model::OnModelLoadComplete));
848 Dali::AsyncTaskManager::Get().AddTask(mModelLoadTask);
851 // If diffuse and specular url is not valid, IBL does not need to be loaded.
852 if(!mDiffuseIblUrl.empty() && !mSpecularIblUrl.empty())
854 SetImageBasedLightSource(mDiffuseIblUrl, mSpecularIblUrl, mIblScaleFactor);
857 NotifyResourceReady();
859 mSizeNotification = Self().AddPropertyNotification(Actor::Property::SIZE, StepCondition(SIZE_STEP_CONDITION));
860 mSizeNotification.NotifySignal().Connect(this, &Model::OnSizeNotification);
861 Control::OnSceneConnection(depth);
864 void Model::OnSceneDisconnection()
866 // If mParentSceneView is still onScene, that means this model
867 // is disconnected from mParentSceneView's sub tree.
868 // So, Unregister this Model from SceneView.
869 Scene3D::SceneView sceneView = mParentSceneView.GetHandle();
870 if(sceneView && sceneView.GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE))
872 GetImpl(sceneView).UnregisterSceneItem(this);
873 mParentSceneView.Reset();
876 mSizeNotification.NotifySignal().Disconnect(this, &Model::OnSizeNotification);
877 Self().RemovePropertyNotification(mSizeNotification);
878 mSizeNotification.Reset();
880 Control::OnSceneDisconnection();
883 void Model::OnSizeSet(const Vector3& size)
888 Vector3 Model::GetNaturalSize()
892 DALI_LOG_ERROR("Model is still not loaded.\n");
893 return Vector3::ZERO;
899 float Model::GetHeightForWidth(float width)
902 padding = Self().GetProperty<Extents>(Toolkit::Control::Property::PADDING);
903 return Control::GetHeightForWidth(width) + padding.top + padding.bottom;
906 float Model::GetWidthForHeight(float height)
909 padding = Self().GetProperty<Extents>(Toolkit::Control::Property::PADDING);
910 return Control::GetWidthForHeight(height) + padding.start + padding.end;
913 void Model::OnRelayout(const Vector2& size, RelayoutContainer& container)
915 Control::OnRelayout(size, container);
919 bool Model::IsResourceReady() const
921 return mModelResourceReady && mIblDiffuseResourceReady && mIblSpecularResourceReady;
924 void Model::CreateModelRoot()
926 mModelRoot = Scene3D::ModelNode::New();
927 mModelRoot.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
928 mModelRoot.SetProperty(Dali::Actor::Property::SCALE, Y_DIRECTION);
929 mModelRoot.SetProperty(Dali::Actor::Property::SENSITIVE, mModelChildrenSensitive);
930 mModelRoot.SetProperty(Dali::Actor::Property::KEYBOARD_FOCUSABLE, mModelChildrenFocusable);
931 mModelRoot.SetProperty(Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, mModelChildrenFocusable);
932 Self().Add(mModelRoot);
935 void Model::ScaleModel(bool useCurrentSize)
943 Vector3 size = (useCurrentSize) ? Self().GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE) : Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
944 if(size.x > 0.0f && size.y > 0.0f)
947 scale = std::min(size.x / mNaturalSize.x, scale);
948 scale = std::min(size.y / mNaturalSize.y, scale);
950 // Models in glTF and dli are defined as right hand coordinate system.
951 // DALi uses left hand coordinate system. Scaling negative is for change winding order.
952 mModelRoot.SetProperty(Dali::Actor::Property::SCALE, Y_DIRECTION * scale);
955 void Model::FitModelPosition()
961 // Loaded model pivot is not the model center.
962 mModelRoot.SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
963 mModelRoot.SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3::ONE - mModelPivot);
966 void Model::UpdateImageBasedLightTextureRecursively(Scene3D::ModelNode node, Dali::Texture diffuseTexture, Dali::Texture specularTexture, float iblScaleFactor, uint32_t specularMipmapLevels)
973 GetImplementation(node).SetImageBasedLightTexture(diffuseTexture, specularTexture, iblScaleFactor, specularMipmapLevels);
974 uint32_t childrenCount = node.GetChildCount();
975 for(uint32_t i = 0; i < childrenCount; ++i)
977 Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
982 UpdateImageBasedLightTextureRecursively(childNode, diffuseTexture, specularTexture, iblScaleFactor, specularMipmapLevels);
986 void Model::UpdateImageBasedLightScaleFactorRecursively(Scene3D::ModelNode node, float iblScaleFactor)
993 GetImplementation(node).SetImageBasedLightScaleFactor(iblScaleFactor);
995 uint32_t childrenCount = node.GetChildCount();
996 for(uint32_t i = 0; i < childrenCount; ++i)
998 Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
1003 UpdateImageBasedLightScaleFactorRecursively(childNode, iblScaleFactor);
1007 void Model::UpdateImageBasedLightTexture()
1009 Dali::Texture currentDiffuseTexture = (mDiffuseTexture && mSpecularTexture) ? mDiffuseTexture : mSceneDiffuseTexture;
1010 Dali::Texture currentSpecularTexture = (mDiffuseTexture && mSpecularTexture) ? mSpecularTexture : mSceneSpecularTexture;
1011 float currentIblScaleFactor = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
1012 uint32_t currentIblSpecularMipmapLevels = (mDiffuseTexture && mSpecularTexture) ? mSpecularMipmapLevels : mSceneSpecularMipmapLevels;
1014 if(!currentDiffuseTexture || !currentSpecularTexture)
1016 currentDiffuseTexture = mDefaultDiffuseTexture;
1017 currentSpecularTexture = mDefaultSpecularTexture;
1018 currentIblScaleFactor = Dali::Scene3D::Loader::EnvironmentDefinition::GetDefaultIntensity();
1019 currentIblSpecularMipmapLevels = 1u;
1022 UpdateImageBasedLightTextureRecursively(mModelRoot, currentDiffuseTexture, currentSpecularTexture, currentIblScaleFactor, currentIblSpecularMipmapLevels);
1025 void Model::UpdateImageBasedLightScaleFactor()
1027 if((!mDiffuseTexture || !mSpecularTexture) &&
1028 (!mSceneDiffuseTexture || !mSceneSpecularTexture))
1033 float currentIblScaleFactor = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
1034 UpdateImageBasedLightScaleFactorRecursively(mModelRoot, currentIblScaleFactor);
1037 void Model::ApplyCameraTransform(Dali::CameraActor camera) const
1039 Vector3 selfPosition = Self().GetProperty<Vector3>(Actor::Property::POSITION);
1040 Quaternion selfOrientation = Self().GetProperty<Quaternion>(Actor::Property::ORIENTATION);
1041 Vector3 selfScale = Self().GetProperty<Vector3>(Actor::Property::SCALE);
1043 Vector3 cameraPosition = camera.GetProperty<Vector3>(Actor::Property::POSITION);
1044 Quaternion cameraOrientation = camera.GetProperty<Quaternion>(Actor::Property::ORIENTATION);
1045 Vector3 cameraScale = camera.GetProperty<Vector3>(Actor::Property::SCALE);
1047 // Models in glTF and dli are defined as right hand coordinate system.
1048 // DALi uses left hand coordinate system. Scaling negative is for change winding order.
1049 if(!Dali::Equals(Y_DIRECTION.Dot(Vector3::YAXIS), 1.0f))
1051 // Reflect by XZ plane
1052 cameraPosition.y = -cameraPosition.y;
1053 Quaternion yDirectionQuaternion;
1054 yDirectionQuaternion.mVector = Vector3::YAXIS;
1055 // Reflect orientation
1056 cameraOrientation = yDirectionQuaternion * cameraOrientation * yDirectionQuaternion;
1059 Vector3 resultPosition;
1060 Quaternion resultOrientation;
1061 Vector3 resultScale;
1063 Matrix selfMatrix(false);
1064 Matrix cameraMatrix(false);
1065 Matrix resultMatrix(false);
1066 selfMatrix.SetTransformComponents(selfScale, selfOrientation, selfPosition);
1067 cameraMatrix.SetTransformComponents(cameraScale, cameraOrientation, cameraPosition);
1068 Matrix::Multiply(resultMatrix, cameraMatrix, selfMatrix);
1069 resultMatrix.GetTransformComponents(resultPosition, resultOrientation, resultScale);
1071 camera.SetProperty(Actor::Property::POSITION, resultPosition);
1072 camera.SetProperty(Actor::Property::ORIENTATION, resultOrientation);
1073 camera.SetProperty(Actor::Property::SCALE, resultScale);
1076 void Model::NotifyShadowMapTexture(Dali::Texture shadowMapTexture)
1078 if(mShadowMapTexture != shadowMapTexture)
1080 mShadowMapTexture = shadowMapTexture;
1081 UpdateShadowMapTextureRecursively(mModelRoot, mShadowMapTexture);
1085 void Model::NotifyImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float scaleFactor, uint32_t specularMipmapLevels)
1087 if(mSceneDiffuseTexture != diffuseTexture || mSceneSpecularTexture != specularTexture)
1089 mSceneDiffuseTexture = diffuseTexture;
1090 mSceneSpecularTexture = specularTexture;
1091 mSceneIblScaleFactor = scaleFactor;
1092 mSceneSpecularMipmapLevels = specularMipmapLevels;
1093 // If Model IBL is not set, use SceneView's IBL.
1094 if(!mDiffuseTexture || !mSpecularTexture)
1096 UpdateImageBasedLightTexture();
1101 void Model::NotifyImageBasedLightScaleFactor(float scaleFactor)
1103 mSceneIblScaleFactor = scaleFactor;
1104 if(mSceneDiffuseTexture && mSceneSpecularTexture)
1106 UpdateImageBasedLightScaleFactor();
1110 void Model::OnModelLoadComplete()
1112 IntrusivePtr<Model> self = this; // Keep reference until this API finished
1114 if(!mModelLoadTask->HasSucceeded())
1116 ResetResourceTasks();
1118 if(ModelCacheManager::Get() && !mModelUrl.empty())
1120 ModelCacheManager::Get().UnreferenceModelCache(mModelUrl);
1132 auto& resources = mModelLoadTask->GetResources();
1133 auto& scene = mModelLoadTask->GetScene();
1134 CreateAnimations(scene);
1135 ResetCameraParameters();
1136 if(!resources.mEnvironmentMaps.empty())
1138 if(resources.mEnvironmentMaps.front().second.mDiffuse)
1140 mDefaultDiffuseTexture = resources.mEnvironmentMaps.front().second.mDiffuse;
1142 if(resources.mEnvironmentMaps.front().second.mSpecular)
1144 mDefaultSpecularTexture = resources.mEnvironmentMaps.front().second.mSpecular;
1148 if(mShadowMapTexture)
1150 UpdateShadowMapTextureRecursively(mModelRoot, mShadowMapTexture);
1152 UpdateImageBasedLightTexture();
1153 UpdateImageBasedLightScaleFactor();
1154 Self().SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3(mModelPivot.x, 1.0f - mModelPivot.y, mModelPivot.z));
1156 mModelResourceReady = true;
1157 ResetResourceTask(mModelLoadTask);
1158 NotifyResourceReady();
1161 void Model::OnIblDiffuseLoadComplete()
1163 mDiffuseTexture = mIblDiffuseLoadTask->GetLoadedTexture();
1164 ResetResourceTask(mIblDiffuseLoadTask);
1165 mIblDiffuseResourceReady = true;
1166 if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
1168 OnIblLoadComplete();
1172 void Model::OnIblSpecularLoadComplete()
1174 mSpecularTexture = mIblSpecularLoadTask->GetLoadedTexture();
1175 mSpecularMipmapLevels = mIblSpecularLoadTask->GetMipmapLevels();
1176 ResetResourceTask(mIblSpecularLoadTask);
1177 mIblSpecularResourceReady = true;
1178 if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
1180 OnIblLoadComplete();
1184 void Model::OnIblLoadComplete()
1186 UpdateImageBasedLightTexture();
1187 NotifyResourceReady();
1190 void Model::OnSizeNotification(Dali::PropertyNotification& source)
1195 void Model::ResetResourceTasks()
1197 if(!Dali::Adaptor::IsAvailable())
1201 ResetResourceTask(mModelLoadTask);
1202 ResetResourceTask(mIblDiffuseLoadTask);
1203 ResetResourceTask(mIblSpecularLoadTask);
1206 void Model::ResetResourceTask(IntrusivePtr<AsyncTask> asyncTask)
1212 Dali::AsyncTaskManager::Get().RemoveTask(asyncTask);
1216 void Model::NotifyResourceReady()
1218 if(!IsResourceReady())
1222 Control::SetResourceReady();
1225 void Model::CreateModel()
1227 BoundingVolume AABB;
1228 auto& resources = mModelLoadTask->GetResources();
1229 auto& scene = mModelLoadTask->GetScene();
1230 auto& resourceChoices = mModelLoadTask->GetResourceChoices();
1231 Dali::Scene3D::Loader::Transforms xforms{Dali::Scene3D::Loader::MatrixStack{}, Dali::Scene3D::Loader::ViewProjection{}};
1233 Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{resources, xforms, mShaderManager, {}, {}, {}};
1235 // Generate Dali handles from resource bundle. Note that we generate all scene's resouce immediatly.
1236 resources.GenerateResources();
1237 for(auto iRoot : scene.GetRoots())
1239 if(auto modelNode = scene.CreateNodes(iRoot, resourceChoices, nodeParams))
1241 scene.ConfigureSkinningShaders(resources, modelNode, std::move(nodeParams.mSkinnables));
1242 ConfigureBlendShapeShaders(resources, scene, modelNode, std::move(nodeParams.mBlendshapeRequests));
1244 scene.ApplyConstraints(modelNode, std::move(nodeParams.mConstrainables));
1246 mModelRoot.Add(modelNode);
1249 AddModelTreeToAABB(AABB, scene, resourceChoices, iRoot, nodeParams, Matrix::IDENTITY);
1252 UpdateBlendShapeNodeMap();
1254 mNaturalSize = AABB.CalculateSize();
1255 mModelPivot = AABB.CalculatePivot();
1256 mModelRoot.SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
1257 Vector3 controlSize = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
1258 if(Dali::EqualsZero(controlSize.x) || Dali::EqualsZero(controlSize.y))
1260 Self().SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
1266 void Model::CreateAnimations(Dali::Scene3D::Loader::SceneDefinition& scene)
1268 mAnimations.clear();
1269 if(!mModelLoadTask->GetAnimations().empty())
1271 auto getActor = [&](const Scene3D::Loader::AnimatedProperty& property) {
1272 if(property.mNodeIndex == Scene3D::Loader::INVALID_INDEX)
1274 return mModelRoot.FindChildByName(property.mNodeName);
1276 auto* node = scene.GetNode(property.mNodeIndex);
1279 return Dali::Actor();
1281 return mModelRoot.FindChildById(node->mNodeId);
1284 for(auto&& animation : mModelLoadTask->GetAnimations())
1286 Dali::Animation anim = animation.ReAnimate(getActor);
1287 mAnimations.push_back({animation.GetName(), anim});
1292 void Model::ResetCameraParameters()
1294 mCameraParameters.clear();
1295 if(!mModelLoadTask->GetCameras().empty())
1297 // Copy camera parameters.
1298 std::copy(mModelLoadTask->GetCameras().begin(), mModelLoadTask->GetCameras().end(), std::back_inserter(mCameraParameters));
1302 void Model::UpdateBlendShapeNodeMap()
1304 // Remove privous node map
1305 mBlendShapeModelNodeMap.clear();
1307 UpdateBlendShapeNodeMapRecursively(mBlendShapeModelNodeMap, mModelRoot);
1310 } // namespace Internal
1311 } // namespace Scene3D