2 * Copyright (c) 2024 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 void ResetResourceTask(IntrusivePtr<AsyncTask>&& asyncTask)
244 Dali::AsyncTaskManager::Get().RemoveTask(asyncTask);
248 } // anonymous namespace
250 Model::Model(const std::string& modelUrl, const std::string& resourceDirectoryUrl)
251 : Control(ControlBehaviour(DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS)),
253 mResourceDirectoryUrl(resourceDirectoryUrl),
255 mShaderManager(new Scene3D::Loader::ShaderManager()),
256 mNaturalSize(Vector3::ZERO),
257 mModelPivot(AnchorPoint::CENTER),
258 mSceneIblScaleFactor(1.0f),
259 mIblScaleFactor(1.0f),
260 mSceneSpecularMipmapLevels(1u),
261 mSpecularMipmapLevels(1u),
262 mModelChildrenSensitive(DEFAULT_MODEL_CHILDREN_SENSITIVE),
263 mModelChildrenFocusable(DEFAULT_MODEL_CHILDREN_FOCUSABLE),
264 mModelResourceReady(false),
265 mIblDiffuseResourceReady(true),
266 mIblSpecularResourceReady(true),
267 mIblDiffuseDirty(false),
268 mIblSpecularDirty(false)
274 ResetResourceTasks();
276 if(ModelCacheManager::Get() && !mModelUrl.empty())
278 ModelCacheManager::Get().UnreferenceModelCache(mModelUrl);
282 Dali::Scene3D::Model Model::New(const std::string& modelUrl, const std::string& resourceDirectoryUrl)
284 Model* impl = new Model(modelUrl, resourceDirectoryUrl);
286 Dali::Scene3D::Model handle = Dali::Scene3D::Model(*impl);
288 // Second-phase init of the implementation
289 // This can only be done after the CustomActor connection has been made...
295 const Scene3D::ModelNode Model::GetModelRoot() const
300 void Model::AddModelNode(Scene3D::ModelNode modelNode)
307 mModelRoot.Add(modelNode);
308 if(mModelUrl.empty())
310 mModelResourceReady = true;
313 UpdateShaderRecursively(modelNode, mShaderManager);
315 if(mShadowMapTexture)
317 UpdateShadowMapTextureRecursively(modelNode, mShadowMapTexture);
320 if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
322 UpdateImageBasedLightTexture();
323 UpdateImageBasedLightScaleFactor();
326 GetImplementation(modelNode).SetRootModel(this);
328 // If model has a collider mesh set, add it to the container
329 if(modelNode.HasColliderMesh())
331 RegisterColliderMesh(modelNode);
332 Scene3D::ColliderMeshProcessor::Get().ColliderMeshChanged(Scene3D::Model::DownCast(Self()));
335 if(Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE))
337 NotifyResourceReady();
341 void Model::RegisterColliderMesh(Scene3D::ModelNode& modelNode)
343 mColliderMeshes[modelNode.GetProperty<int>(Actor::Property::ID)] = modelNode;
346 Scene3D::ColliderMeshProcessor::Get().ColliderMeshChanged(Scene3D::Model::DownCast(Self()));
349 void Model::RemoveColliderMesh(Scene3D::ModelNode& node)
351 auto id = node.GetProperty<int>(Actor::Property::ID);
352 auto iter = std::find_if(mColliderMeshes.begin(), mColliderMeshes.end(), [id](auto& item) {
353 return item.first == id;
355 if(iter != mColliderMeshes.end())
357 mColliderMeshes.erase(iter);
361 void Model::RemoveModelNode(Scene3D::ModelNode modelNode)
363 // remove collider mesh from the list if node is being removed
364 if(modelNode.HasColliderMesh())
366 RemoveColliderMesh(modelNode);
367 GetImplementation(modelNode).SetRootModel(nullptr);
372 UpdateShaderRecursively(modelNode, nullptr);
373 mModelRoot.Remove(modelNode);
377 void Model::SetChildrenSensitive(bool enable)
379 if(mModelChildrenSensitive != enable)
381 mModelChildrenSensitive = enable;
384 mModelRoot.SetProperty(Dali::Actor::Property::SENSITIVE, mModelChildrenSensitive);
389 bool Model::GetChildrenSensitive() const
391 return mModelChildrenSensitive;
394 void Model::SetChildrenFocusable(bool enable)
396 if(mModelChildrenFocusable != enable)
398 mModelChildrenFocusable = enable;
401 mModelRoot.SetProperty(Dali::Actor::Property::KEYBOARD_FOCUSABLE, mModelChildrenFocusable);
402 mModelRoot.SetProperty(Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, mModelChildrenFocusable);
407 bool Model::GetChildrenFocusable() const
409 return mModelChildrenFocusable;
412 void Model::SetImageBasedLightSource(const std::string& diffuseUrl, const std::string& specularUrl, float scaleFactor)
414 bool needIblReset = false;
415 bool isOnScene = Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE);
416 if(mDiffuseIblUrl != diffuseUrl)
418 mDiffuseIblUrl = diffuseUrl;
419 if(mDiffuseIblUrl.empty())
425 mIblDiffuseDirty = true;
426 mIblDiffuseResourceReady = false;
430 if(mSpecularIblUrl != specularUrl)
432 mSpecularIblUrl = specularUrl;
433 if(mSpecularIblUrl.empty())
439 mIblSpecularDirty = true;
440 mIblSpecularResourceReady = false;
444 // If one or both of diffuse url and specular url are empty,
445 // we don't need to request to load texture.
448 ResetResourceTask(mIblDiffuseLoadTask);
449 ResetResourceTask(mIblSpecularLoadTask);
451 mIblDiffuseDirty = false;
452 mIblSpecularDirty = false;
453 mIblDiffuseResourceReady = true;
454 mIblSpecularResourceReady = true;
456 mDiffuseTexture.Reset();
457 mSpecularTexture.Reset();
458 UpdateImageBasedLightTexture();
460 // Request image resource GC
461 Dali::Scene3D::Internal::ImageResourceLoader::RequestGarbageCollect();
465 if(isOnScene && mIblDiffuseDirty)
467 ResetResourceTask(mIblDiffuseLoadTask);
468 mIblDiffuseLoadTask = new EnvironmentMapLoadTask(mDiffuseIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &Model::OnIblDiffuseLoadComplete));
469 Dali::AsyncTaskManager::Get().AddTask(mIblDiffuseLoadTask);
470 mIblDiffuseDirty = false;
472 // Request image resource GC
473 Dali::Scene3D::Internal::ImageResourceLoader::RequestGarbageCollect();
476 if(isOnScene && mIblSpecularDirty)
478 ResetResourceTask(mIblSpecularLoadTask);
479 mIblSpecularLoadTask = new EnvironmentMapLoadTask(mSpecularIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &Model::OnIblSpecularLoadComplete));
480 Dali::AsyncTaskManager::Get().AddTask(mIblSpecularLoadTask);
481 mIblSpecularDirty = false;
483 // Request image resource GC
484 Dali::Scene3D::Internal::ImageResourceLoader::RequestGarbageCollect();
488 if(!Dali::Equals(mIblScaleFactor, scaleFactor))
490 mIblScaleFactor = scaleFactor;
491 UpdateImageBasedLightScaleFactor();
494 // If diffuse and specular textures are already loaded, emits resource ready signal here.
495 NotifyResourceReady();
498 void Model::SetImageBasedLightScaleFactor(float scaleFactor)
500 mIblScaleFactor = scaleFactor;
501 if(mDiffuseTexture && mSpecularTexture)
503 UpdateImageBasedLightScaleFactor();
507 float Model::GetImageBasedLightScaleFactor() const
509 return mIblScaleFactor;
512 uint32_t Model::GetAnimationCount() const
514 return mAnimations.size();
517 Dali::Animation Model::GetAnimation(uint32_t index) const
519 Dali::Animation animation;
520 if(mAnimations.size() > index)
522 animation = mAnimations[index].second;
527 Dali::Animation Model::GetAnimation(const std::string& name) const
529 Dali::Animation animation;
532 for(auto&& animationData : mAnimations)
534 if(animationData.first == name)
536 animation = animationData.second;
544 uint32_t Model::GetCameraCount() const
546 return mCameraParameters.size();
549 Dali::CameraActor Model::GenerateCamera(uint32_t index) const
551 Dali::CameraActor camera;
552 if(mCameraParameters.size() > index)
554 camera = Dali::CameraActor::New3DCamera();
555 if(!mCameraParameters[index].ConfigureCamera(camera, false))
557 DALI_LOG_ERROR("Fail to generate %u's camera actor : Some property was not defined. Please check model file.\n", index);
562 ApplyCameraTransform(camera);
567 bool Model::ApplyCamera(uint32_t index, Dali::CameraActor camera) const
569 if(camera && mCameraParameters.size() > index)
571 if(!mCameraParameters[index].ConfigureCamera(camera, false))
573 DALI_LOG_ERROR("Fail to apply %u's camera actor : Some property was not defined. Please check model file.\n", index);
577 ApplyCameraTransform(camera);
583 Scene3D::ModelNode Model::FindChildModelNodeByName(std::string_view nodeName)
585 Actor childActor = Self().FindChildByName(nodeName);
586 return Scene3D::ModelNode::DownCast(childActor);
589 void Model::RetrieveBlendShapeNames(std::vector<std::string>& blendShapeNames) const
591 blendShapeNames.reserve(blendShapeNames.size() + mBlendShapeModelNodeMap.size());
592 for(const auto& iter : mBlendShapeModelNodeMap)
594 blendShapeNames.push_back(iter.first);
598 void Model::RetrieveModelNodesByBlendShapeName(std::string_view blendShapeName, std::vector<Scene3D::ModelNode>& modelNodes) const
600 auto iter = mBlendShapeModelNodeMap.find(std::string(blendShapeName));
601 if(iter != mBlendShapeModelNodeMap.end())
603 const auto& modelNodeList = iter->second;
604 modelNodes.reserve(modelNodes.size() + modelNodeList.size());
605 for(const auto& nodeIter : modelNodeList)
607 modelNodes.push_back(nodeIter);
612 Dali::Animation Model::GenerateMotionDataAnimation(Scene3D::MotionData motionData)
614 Dali::Animation animation;
616 // TODO : Need to collect duplicated codes with SetMotionData()
620 const uint32_t motionCount = motionData.GetMotionCount();
621 for(uint32_t i = 0u; i < motionCount; ++i)
623 auto motionIndex = motionData.GetIndex(i);
624 auto motionValue = motionData.GetValue(i);
625 if(motionIndex && motionValue)
627 if(motionIndex.GetModelNodeId() != Property::INVALID_KEY)
629 Scene3D::ModelNode modelNode;
630 if(motionIndex.GetModelNodeId().type == Property::Key::Type::STRING)
632 modelNode = FindChildModelNodeByName(motionIndex.GetModelNodeId().stringKey);
634 else if(motionIndex.GetModelNodeId().type == Property::Key::Type::INDEX)
636 // TODO : Not implement yet.
641 KeyFrames keyFrames = motionValue.GetKeyFrames();
645 // Try to use index first. If failed, try to use name
646 Property::Index animatedPropertyIndex = motionIndex.GetPropertyIndex(modelNode);
647 if(animatedPropertyIndex != Property::INVALID_INDEX)
649 if(DALI_UNLIKELY(!animation))
651 animation = Animation::New(motionData.GetDuration());
653 animation.AnimateBetween(Dali::Property(modelNode, animatedPropertyIndex), keyFrames);
657 std::string animatedPropertyName = motionIndex.GetPropertyName(modelNode);
658 Dali::Property property(modelNode, animatedPropertyName);
659 if(property.propertyIndex != Property::INVALID_INDEX)
661 if(DALI_UNLIKELY(!animation))
663 animation = Animation::New(motionData.GetDuration());
665 animation.AnimateBetween(property, keyFrames);
673 Scene3D::BlendShapeIndex blendShapeIndex = Scene3D::BlendShapeIndex::DownCast(motionIndex);
674 if(blendShapeIndex && blendShapeIndex.GetBlendShapeId().type == Property::Key::Type::STRING)
676 // Special case : For BlendShapeIndex that doesn't have ModelNodeId and has string BlendShapeId,
677 // we need to animate all kind of blendshapes
679 KeyFrames keyFrames = motionValue.GetKeyFrames();
683 std::vector<Scene3D::ModelNode> modelNodes;
684 RetrieveModelNodesByBlendShapeName(blendShapeIndex.GetBlendShapeId().stringKey, modelNodes);
686 for(auto& modelNode : modelNodes)
688 // Try to use index first. If failed, try to use name
689 Property::Index animatedPropertyIndex = motionIndex.GetPropertyIndex(modelNode);
690 if(animatedPropertyIndex != Property::INVALID_INDEX)
692 if(DALI_UNLIKELY(!animation))
694 animation = Animation::New(motionData.GetDuration());
696 animation.AnimateBetween(Dali::Property(modelNode, animatedPropertyIndex), keyFrames);
700 std::string animatedPropertyName = motionIndex.GetPropertyName(modelNode);
701 Dali::Property property(modelNode, animatedPropertyName);
703 if(property.propertyIndex != Property::INVALID_INDEX)
705 if(DALI_UNLIKELY(!animation))
707 animation = Animation::New(motionData.GetDuration());
709 animation.AnimateBetween(property, keyFrames);
723 void Model::SetMotionData(Scene3D::MotionData motionData)
725 // TODO : Need to collect duplicated codes with GenerateMotionDataAnimation()
729 const uint32_t motionCount = motionData.GetMotionCount();
730 for(uint32_t i = 0u; i < motionCount; ++i)
732 auto motionIndex = motionData.GetIndex(i);
733 auto motionValue = motionData.GetValue(i);
734 if(motionIndex && motionValue)
736 if(motionIndex.GetModelNodeId() != Property::INVALID_KEY)
738 Scene3D::ModelNode modelNode;
739 if(motionIndex.GetModelNodeId().type == Property::Key::Type::STRING)
741 modelNode = FindChildModelNodeByName(motionIndex.GetModelNodeId().stringKey);
743 else if(motionIndex.GetModelNodeId().type == Property::Key::Type::INDEX)
745 // TODO : Not implement yet.
750 Property::Value value = motionValue.GetPropertyValue();
752 if(value.GetType() != Property::Type::NONE)
754 // Try to use index first. If failed, try to use name
755 Property::Index propertyIndex = motionIndex.GetPropertyIndex(modelNode);
756 if(propertyIndex != Property::INVALID_INDEX)
758 modelNode.SetProperty(propertyIndex, value);
762 std::string propertyName = motionIndex.GetPropertyName(modelNode);
763 Dali::Property property(modelNode, propertyName);
764 if(property.propertyIndex != Property::INVALID_INDEX)
766 modelNode.SetProperty(property.propertyIndex, value);
774 Scene3D::BlendShapeIndex blendShapeIndex = Scene3D::BlendShapeIndex::DownCast(motionIndex);
775 if(blendShapeIndex && blendShapeIndex.GetBlendShapeId().type == Property::Key::Type::STRING)
777 // Special case : For BlendShapeIndex that doesn't have ModelNodeId and has string BlendShapeId,
778 // we need to animate all kind of blendshapes
780 Property::Value value = motionValue.GetPropertyValue();
782 if(value.GetType() != Property::Type::NONE)
784 std::vector<Scene3D::ModelNode> modelNodes;
785 RetrieveModelNodesByBlendShapeName(blendShapeIndex.GetBlendShapeId().stringKey, modelNodes);
787 for(auto& modelNode : modelNodes)
789 // Try to use index first. If failed, try to use name
790 Property::Index propertyIndex = motionIndex.GetPropertyIndex(modelNode);
791 if(propertyIndex != Property::INVALID_INDEX)
793 modelNode.SetProperty(propertyIndex, value);
797 std::string propertyName = motionIndex.GetPropertyName(modelNode);
798 Dali::Property property(modelNode, propertyName);
799 if(property.propertyIndex != Property::INVALID_INDEX)
801 modelNode.SetProperty(property.propertyIndex, value);
813 ///////////////////////////////////////////////////////////
818 void Model::OnInitialize()
820 // Make ParentOrigin as Center.
821 Self().SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
823 mDefaultDiffuseTexture = ImageResourceLoader::GetEmptyTextureWhiteRGB();
824 mDefaultSpecularTexture = ImageResourceLoader::GetEmptyTextureWhiteRGB();
827 void Model::OnSceneConnection(int depth)
829 Actor parent = Self().GetParent();
832 // If this Model has parent SceneView and the its ShaderManager is same with privious ShaderManager,
833 // this Model don't need to update shader.
834 Scene3D::SceneView sceneView = Scene3D::SceneView::DownCast(parent);
837 mParentSceneView = sceneView;
838 GetImpl(sceneView).RegisterSceneItem(this);
839 Scene3D::Loader::ShaderManagerPtr shaderManager = GetImpl(sceneView).GetShaderManager();
840 if(mShaderManager != shaderManager)
842 mShaderManager = shaderManager;
843 UpdateShaderRecursively(mModelRoot, mShaderManager);
847 parent = parent.GetParent();
850 // Model can be added on Dali::Scene directly without SceneView.
851 // So, Model's mShaderManager and shaders of child ModelNodes are needed to be reset when this Model has not parent SceneView.
852 Scene3D::SceneView parentSceneView = mParentSceneView.GetHandle();
855 mShaderManager = new Dali::Scene3D::Loader::ShaderManager();
856 UpdateShaderRecursively(mModelRoot, mShaderManager);
859 if(!mModelLoadTask && !mModelResourceReady && !mModelUrl.empty())
861 // Request model load only if we setup url.
862 if(ModelCacheManager::Get())
864 ModelCacheManager::Get().ReferenceModelCache(mModelUrl);
866 mModelLoadTask = new ModelLoadTask(mModelUrl, mResourceDirectoryUrl, MakeCallback(this, &Model::OnModelLoadComplete));
867 Dali::AsyncTaskManager::Get().AddTask(mModelLoadTask);
870 // If diffuse and specular url is not valid, IBL does not need to be loaded.
871 if(!mDiffuseIblUrl.empty() && !mSpecularIblUrl.empty())
873 SetImageBasedLightSource(mDiffuseIblUrl, mSpecularIblUrl, mIblScaleFactor);
876 NotifyResourceReady();
878 mSizeNotification = Self().AddPropertyNotification(Actor::Property::SIZE, StepCondition(SIZE_STEP_CONDITION));
879 mSizeNotification.NotifySignal().Connect(this, &Model::OnSizeNotification);
880 Control::OnSceneConnection(depth);
883 void Model::OnSceneDisconnection()
885 // If mParentSceneView is still onScene, that means this model
886 // is disconnected from mParentSceneView's sub tree.
887 // So, Unregister this Model from SceneView.
888 Scene3D::SceneView sceneView = mParentSceneView.GetHandle();
889 if(sceneView && sceneView.GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE))
891 GetImpl(sceneView).UnregisterSceneItem(this);
892 mParentSceneView.Reset();
895 mSizeNotification.NotifySignal().Disconnect(this, &Model::OnSizeNotification);
896 Self().RemovePropertyNotification(mSizeNotification);
897 mSizeNotification.Reset();
899 Control::OnSceneDisconnection();
902 void Model::OnSizeSet(const Vector3& size)
907 Vector3 Model::GetNaturalSize()
911 DALI_LOG_ERROR("Model is still not loaded.\n");
912 return Vector3::ZERO;
918 float Model::GetHeightForWidth(float width)
921 padding = Self().GetProperty<Extents>(Toolkit::Control::Property::PADDING);
922 return Control::GetHeightForWidth(width) + padding.top + padding.bottom;
925 float Model::GetWidthForHeight(float height)
928 padding = Self().GetProperty<Extents>(Toolkit::Control::Property::PADDING);
929 return Control::GetWidthForHeight(height) + padding.start + padding.end;
932 void Model::OnRelayout(const Vector2& size, RelayoutContainer& container)
934 Control::OnRelayout(size, container);
938 bool Model::IsResourceReady() const
940 return mModelResourceReady && mIblDiffuseResourceReady && mIblSpecularResourceReady;
943 void Model::CreateModelRoot()
945 mModelRoot = Scene3D::ModelNode::New();
946 mModelRoot.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
947 mModelRoot.SetProperty(Dali::Actor::Property::SCALE, Y_DIRECTION);
948 mModelRoot.SetProperty(Dali::Actor::Property::SENSITIVE, mModelChildrenSensitive);
949 mModelRoot.SetProperty(Dali::Actor::Property::KEYBOARD_FOCUSABLE, mModelChildrenFocusable);
950 mModelRoot.SetProperty(Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, mModelChildrenFocusable);
951 Self().Add(mModelRoot);
954 void Model::ScaleModel(bool useCurrentSize)
962 Vector3 size = (useCurrentSize) ? Self().GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE) : Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
963 if(size.x > 0.0f && size.y > 0.0f)
966 scale = std::min(size.x / mNaturalSize.x, scale);
967 scale = std::min(size.y / mNaturalSize.y, scale);
969 // Models in glTF and dli are defined as right hand coordinate system.
970 // DALi uses left hand coordinate system. Scaling negative is for change winding order.
971 mModelRoot.SetProperty(Dali::Actor::Property::SCALE, Y_DIRECTION * scale);
974 void Model::FitModelPosition()
980 // Loaded model pivot is not the model center.
981 mModelRoot.SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
982 mModelRoot.SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3::ONE - mModelPivot);
985 void Model::UpdateImageBasedLightTextureRecursively(Scene3D::ModelNode node, Dali::Texture diffuseTexture, Dali::Texture specularTexture, float iblScaleFactor, uint32_t specularMipmapLevels)
992 GetImplementation(node).SetImageBasedLightTexture(diffuseTexture, specularTexture, iblScaleFactor, specularMipmapLevels);
993 uint32_t childrenCount = node.GetChildCount();
994 for(uint32_t i = 0; i < childrenCount; ++i)
996 Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
1001 UpdateImageBasedLightTextureRecursively(childNode, diffuseTexture, specularTexture, iblScaleFactor, specularMipmapLevels);
1005 void Model::UpdateImageBasedLightScaleFactorRecursively(Scene3D::ModelNode node, float iblScaleFactor)
1012 GetImplementation(node).SetImageBasedLightScaleFactor(iblScaleFactor);
1014 uint32_t childrenCount = node.GetChildCount();
1015 for(uint32_t i = 0; i < childrenCount; ++i)
1017 Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
1022 UpdateImageBasedLightScaleFactorRecursively(childNode, iblScaleFactor);
1026 void Model::UpdateImageBasedLightTexture()
1028 Dali::Texture currentDiffuseTexture = (mDiffuseTexture && mSpecularTexture) ? mDiffuseTexture : mSceneDiffuseTexture;
1029 Dali::Texture currentSpecularTexture = (mDiffuseTexture && mSpecularTexture) ? mSpecularTexture : mSceneSpecularTexture;
1030 float currentIblScaleFactor = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
1031 uint32_t currentIblSpecularMipmapLevels = (mDiffuseTexture && mSpecularTexture) ? mSpecularMipmapLevels : mSceneSpecularMipmapLevels;
1033 if(!currentDiffuseTexture || !currentSpecularTexture)
1035 currentDiffuseTexture = mDefaultDiffuseTexture;
1036 currentSpecularTexture = mDefaultSpecularTexture;
1037 currentIblScaleFactor = Dali::Scene3D::Loader::EnvironmentDefinition::GetDefaultIntensity();
1038 currentIblSpecularMipmapLevels = 1u;
1041 UpdateImageBasedLightTextureRecursively(mModelRoot, currentDiffuseTexture, currentSpecularTexture, currentIblScaleFactor, currentIblSpecularMipmapLevels);
1044 void Model::UpdateImageBasedLightScaleFactor()
1046 if((!mDiffuseTexture || !mSpecularTexture) &&
1047 (!mSceneDiffuseTexture || !mSceneSpecularTexture))
1052 float currentIblScaleFactor = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
1053 UpdateImageBasedLightScaleFactorRecursively(mModelRoot, currentIblScaleFactor);
1056 void Model::ApplyCameraTransform(Dali::CameraActor camera) const
1058 Vector3 selfPosition = Self().GetProperty<Vector3>(Actor::Property::POSITION);
1059 Quaternion selfOrientation = Self().GetProperty<Quaternion>(Actor::Property::ORIENTATION);
1060 Vector3 selfScale = Self().GetProperty<Vector3>(Actor::Property::SCALE);
1062 Vector3 cameraPosition = camera.GetProperty<Vector3>(Actor::Property::POSITION);
1063 Quaternion cameraOrientation = camera.GetProperty<Quaternion>(Actor::Property::ORIENTATION);
1064 Vector3 cameraScale = camera.GetProperty<Vector3>(Actor::Property::SCALE);
1066 // Models in glTF and dli are defined as right hand coordinate system.
1067 // DALi uses left hand coordinate system. Scaling negative is for change winding order.
1068 if(!Dali::Equals(Y_DIRECTION.Dot(Vector3::YAXIS), 1.0f))
1070 // Reflect by XZ plane
1071 cameraPosition.y = -cameraPosition.y;
1072 Quaternion yDirectionQuaternion;
1073 yDirectionQuaternion.mVector = Vector3::YAXIS;
1074 // Reflect orientation
1075 cameraOrientation = yDirectionQuaternion * cameraOrientation * yDirectionQuaternion;
1078 Vector3 resultPosition;
1079 Quaternion resultOrientation;
1080 Vector3 resultScale;
1082 Matrix selfMatrix(false);
1083 Matrix cameraMatrix(false);
1084 Matrix resultMatrix(false);
1085 selfMatrix.SetTransformComponents(selfScale, selfOrientation, selfPosition);
1086 cameraMatrix.SetTransformComponents(cameraScale, cameraOrientation, cameraPosition);
1087 Matrix::Multiply(resultMatrix, cameraMatrix, selfMatrix);
1088 resultMatrix.GetTransformComponents(resultPosition, resultOrientation, resultScale);
1090 camera.SetProperty(Actor::Property::POSITION, resultPosition);
1091 camera.SetProperty(Actor::Property::ORIENTATION, resultOrientation);
1092 camera.SetProperty(Actor::Property::SCALE, resultScale);
1095 void Model::NotifyShadowMapTexture(Dali::Texture shadowMapTexture)
1097 if(mShadowMapTexture != shadowMapTexture)
1099 mShadowMapTexture = shadowMapTexture;
1100 UpdateShadowMapTextureRecursively(mModelRoot, mShadowMapTexture);
1104 void Model::NotifyImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float scaleFactor, uint32_t specularMipmapLevels)
1106 if(mSceneDiffuseTexture != diffuseTexture || mSceneSpecularTexture != specularTexture)
1108 mSceneDiffuseTexture = diffuseTexture;
1109 mSceneSpecularTexture = specularTexture;
1110 mSceneIblScaleFactor = scaleFactor;
1111 mSceneSpecularMipmapLevels = specularMipmapLevels;
1112 // If Model IBL is not set, use SceneView's IBL.
1113 if(!mDiffuseTexture || !mSpecularTexture)
1115 UpdateImageBasedLightTexture();
1120 void Model::NotifyImageBasedLightScaleFactor(float scaleFactor)
1122 mSceneIblScaleFactor = scaleFactor;
1123 if(mSceneDiffuseTexture && mSceneSpecularTexture)
1125 UpdateImageBasedLightScaleFactor();
1129 void Model::OnModelLoadComplete()
1131 IntrusivePtr<Model> self = this; // Keep reference until this API finished
1133 if(!mModelLoadTask->HasSucceeded())
1135 ResetResourceTasks();
1137 if(ModelCacheManager::Get() && !mModelUrl.empty())
1139 ModelCacheManager::Get().UnreferenceModelCache(mModelUrl);
1151 auto& resources = mModelLoadTask->GetResources();
1152 auto& scene = mModelLoadTask->GetScene();
1153 CreateAnimations(scene);
1154 ResetCameraParameters();
1155 if(!resources.mEnvironmentMaps.empty())
1157 if(resources.mEnvironmentMaps.front().second.mDiffuse)
1159 mDefaultDiffuseTexture = resources.mEnvironmentMaps.front().second.mDiffuse;
1161 if(resources.mEnvironmentMaps.front().second.mSpecular)
1163 mDefaultSpecularTexture = resources.mEnvironmentMaps.front().second.mSpecular;
1167 if(mShadowMapTexture)
1169 UpdateShadowMapTextureRecursively(mModelRoot, mShadowMapTexture);
1171 UpdateImageBasedLightTexture();
1172 UpdateImageBasedLightScaleFactor();
1173 Self().SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3(mModelPivot.x, 1.0f - mModelPivot.y, mModelPivot.z));
1175 mModelResourceReady = true;
1176 ResetResourceTask(mModelLoadTask);
1177 NotifyResourceReady();
1180 void Model::OnIblDiffuseLoadComplete()
1182 mDiffuseTexture = mIblDiffuseLoadTask->GetLoadedTexture();
1183 ResetResourceTask(mIblDiffuseLoadTask);
1184 mIblDiffuseResourceReady = true;
1185 if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
1187 OnIblLoadComplete();
1191 void Model::OnIblSpecularLoadComplete()
1193 mSpecularTexture = mIblSpecularLoadTask->GetLoadedTexture();
1194 mSpecularMipmapLevels = mIblSpecularLoadTask->GetMipmapLevels();
1195 ResetResourceTask(mIblSpecularLoadTask);
1196 mIblSpecularResourceReady = true;
1197 if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
1199 OnIblLoadComplete();
1203 void Model::OnIblLoadComplete()
1205 UpdateImageBasedLightTexture();
1206 NotifyResourceReady();
1209 void Model::OnSizeNotification(Dali::PropertyNotification& source)
1214 void Model::ResetResourceTasks()
1216 if(!Dali::Adaptor::IsAvailable())
1220 ResetResourceTask(mModelLoadTask);
1221 ResetResourceTask(mIblDiffuseLoadTask);
1222 ResetResourceTask(mIblSpecularLoadTask);
1225 void Model::NotifyResourceReady()
1227 if(!IsResourceReady())
1231 Control::SetResourceReady();
1234 void Model::CreateModel()
1236 BoundingVolume AABB;
1237 auto& resources = mModelLoadTask->GetResources();
1238 auto& scene = mModelLoadTask->GetScene();
1239 auto& resourceChoices = mModelLoadTask->GetResourceChoices();
1240 Dali::Scene3D::Loader::Transforms xforms{Dali::Scene3D::Loader::MatrixStack{}, Dali::Scene3D::Loader::ViewProjection{}};
1242 Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{resources, xforms, mShaderManager, {}, {}, {}};
1244 // Generate Dali handles from resource bundle. Note that we generate all scene's resouce immediatly.
1245 resources.GenerateResources();
1246 for(auto iRoot : scene.GetRoots())
1248 if(auto modelNode = scene.CreateNodes(iRoot, resourceChoices, nodeParams))
1250 scene.ConfigureSkinningShaders(resources, modelNode, std::move(nodeParams.mSkinnables));
1251 ConfigureBlendShapeShaders(resources, scene, modelNode, std::move(nodeParams.mBlendshapeRequests));
1253 scene.ApplyConstraints(modelNode, std::move(nodeParams.mConstrainables));
1255 mModelRoot.Add(modelNode);
1258 AddModelTreeToAABB(AABB, scene, resourceChoices, iRoot, nodeParams, Matrix::IDENTITY);
1261 UpdateBlendShapeNodeMap();
1263 mNaturalSize = AABB.CalculateSize();
1264 mModelPivot = AABB.CalculatePivot();
1265 mModelRoot.SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
1266 Vector3 controlSize = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
1267 if(Dali::EqualsZero(controlSize.x) || Dali::EqualsZero(controlSize.y))
1269 Self().SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
1275 void Model::CreateAnimations(Dali::Scene3D::Loader::SceneDefinition& scene)
1277 mAnimations.clear();
1278 if(!mModelLoadTask->GetAnimations().empty())
1280 auto getActor = [&](const Scene3D::Loader::AnimatedProperty& property) {
1281 if(property.mNodeIndex == Scene3D::Loader::INVALID_INDEX)
1283 return mModelRoot.FindChildByName(property.mNodeName);
1285 auto* node = scene.GetNode(property.mNodeIndex);
1288 return Dali::Actor();
1290 return mModelRoot.FindChildById(node->mNodeId);
1293 for(auto&& animation : mModelLoadTask->GetAnimations())
1295 Dali::Animation anim = animation.ReAnimate(getActor);
1296 mAnimations.push_back({animation.GetName(), anim});
1301 void Model::ResetCameraParameters()
1303 mCameraParameters.clear();
1304 if(!mModelLoadTask->GetCameras().empty())
1306 // Copy camera parameters.
1307 std::copy(mModelLoadTask->GetCameras().begin(), mModelLoadTask->GetCameras().end(), std::back_inserter(mCameraParameters));
1311 void Model::UpdateBlendShapeNodeMap()
1313 // Remove privous node map
1314 mBlendShapeModelNodeMap.clear();
1316 UpdateBlendShapeNodeMapRecursively(mBlendShapeModelNodeMap, mModelRoot);
1319 } // namespace Internal
1320 } // namespace Scene3D