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>
23 #include <dali/public-api/animation/constraint.h>
24 #include <dali/public-api/shader-effects/shader-effect.h>
25 #include <dali/public-api/math/vector3.h>
38 // Bouncing effect is presented by stacked three layers with same color and opacity
39 const size_t NUM_LAYERS( 3 );
40 const Vector3 LAYER_HEIGHTS( 1.f, 27.f/42.f, 13.f/42.f);
42 // use the actor color to paint every layer
43 const char* MESH_FRAGMENT_SHADER =
46 " gl_FragColor = uColor;\n"
49 // Constraint to move the vertices vertically
50 struct VertexPositionConstraint
52 VertexPositionConstraint( float initialY, float range )
53 : mInitialY( initialY ),
58 void operator()( Vector3& current, const PropertyInputContainer& inputs )
60 current.y = mInitialY + mRange * fabsf( inputs[0]->GetFloat() );
69 Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex )
71 Dali::AnimatableMesh mesh;
72 Dali::MeshActor meshActor;
74 Dali::AnimatableMesh::Faces faces;
75 faces.reserve( NUM_LAYERS * 6 ); // 2 triangles per layer
76 for( size_t i=0; i<NUM_LAYERS; i++ )
79 faces.push_back(j); faces.push_back(j+3); faces.push_back(j+1);
80 faces.push_back(j); faces.push_back(j+2); faces.push_back(j+3);
83 mesh = Dali::AnimatableMesh::New(NUM_LAYERS*4, faces); // 4 vertices per layer
84 for( size_t i=0;i<NUM_LAYERS;i++ )
87 float positionZ = 0.01f*static_cast<float>( i ); // the interval between each layer is 0.01
88 mesh[j ].SetPosition( Vector3( -0.5f, -0.5f, positionZ ) );
89 mesh[j+1].SetPosition( Vector3( 0.5f, -0.5f, positionZ ) );
90 mesh[j+2].SetPosition( Vector3( -0.5f, -0.5f, positionZ ) );
91 mesh[j+3].SetPosition( Vector3( 0.5f, -0.5f, positionZ ) );
94 meshActor = Dali::MeshActor::New(mesh);
96 Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( "", MESH_FRAGMENT_SHADER,
97 GEOMETRY_TYPE_UNTEXTURED_MESH,
98 Dali::ShaderEffect::HINT_BLENDING );
99 meshActor.SetShaderEffect(shaderEffect);
101 // To control the movement of all vertices with one custom property
102 bouncePropertyIndex = meshActor.RegisterProperty("BounceCoeffcient", 0.f);
103 for( size_t i=0;i<NUM_LAYERS;i++ )
106 Constraint constraint = Constraint::New<Vector3>( mesh, mesh.GetPropertyIndex(j+2, AnimatableVertex::Property::POSITION ), VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) );
107 constraint.AddSource( Source(meshActor, bouncePropertyIndex) );
110 constraint = Constraint::New<Vector3>( mesh, mesh.GetPropertyIndex(j+3, AnimatableVertex::Property::POSITION), VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) );
111 constraint.AddSource( Source(meshActor, bouncePropertyIndex) );
118 } // namespace Internal
120 } // namespace Toolkit