本文整理汇总了C++中Constraint::AddSource方法的典型用法代码示例。如果您正苦于以下问题:C++ Constraint::AddSource方法的具体用法?C++ Constraint::AddSource怎么用?C++ Constraint::AddSource使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Constraint
的用法示例。
在下文中一共展示了Constraint::AddSource方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: SetShaderConstants
void ShadowView::SetShaderConstants()
{
Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowPlane.RegisterProperty( SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( mShadowPlane, lightCameraProjectionMatrixPropertyIndex, EqualToConstraint() );
projectionMatrixConstraint.AddSource( Source( mCameraActor, CameraActor::Property::PROJECTION_MATRIX ) );
projectionMatrixConstraint.Apply();
Property::Index lightCameraViewMatrixPropertyIndex = mShadowPlane.RegisterProperty( SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( mShadowPlane, lightCameraViewMatrixPropertyIndex, EqualToConstraint() );
viewMatrixConstraint.AddSource( Source( mCameraActor, CameraActor::Property::VIEW_MATRIX ) );
viewMatrixConstraint.Apply();
mShadowColorPropertyIndex = mShadowPlane.RegisterProperty( SHADER_SHADOW_COLOR_PROPERTY_NAME, mCachedShadowColor );
}
示例2: ConstrainCamera
void ShadowView::ConstrainCamera()
{
if( mPointLight && mShadowPlane )
{
// Constrain camera to look directly at center of shadow plane. (mPointLight position
// is under control of application, can't use transform inheritance)
Constraint cameraOrientationConstraint = Constraint::New<Quaternion> ( mCameraActor, Actor::Property::ORIENTATION, &LookAt );
cameraOrientationConstraint.AddSource( Source( mShadowPlane, Actor::Property::WORLD_POSITION ) );
cameraOrientationConstraint.AddSource( Source( mPointLight, Actor::Property::WORLD_POSITION ) );
cameraOrientationConstraint.AddSource( Source( mShadowPlane, Actor::Property::WORLD_ORIENTATION ) );
cameraOrientationConstraint.Apply();
Constraint pointLightPositionConstraint = Constraint::New<Vector3>( mCameraActor, Actor::Property::POSITION, EqualToConstraint() );
pointLightPositionConstraint.AddSource( Source( mPointLight, Actor::Property::WORLD_POSITION ) );
pointLightPositionConstraint.Apply();
}
}
示例3: Create
/**
* Invoked upon creation of application
* @param[in] application The application instance
*/
void Create( Application& application )
{
Stage::GetCurrent().KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
mStageSize = Stage::GetCurrent().GetSize();
// The Init signal is received once (only) during the Application lifetime
// Hide the indicator bar
application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
// Creates a default view with a default tool bar.
// The view is added to the stage.
Toolkit::ToolBar toolBar;
mContent = DemoHelper::CreateView( application,
mView,
toolBar,
BACKGROUND_IMAGE,
TOOLBAR_IMAGE,
APPLICATION_TITLE );
mContent.SetLeaveRequired(true);
mContent.TouchSignal().Connect( this, &ExampleController::OnTouched );
// Create magnifier (controlled by human touch)
Layer overlay = Layer::New();
overlay.SetSensitive(false);
overlay.SetParentOrigin( ParentOrigin::CENTER );
overlay.SetSize(mStageSize);
Stage::GetCurrent().Add(overlay);
mMagnifier = Toolkit::Magnifier::New();
mMagnifier.SetSourceActor( mView );
mMagnifier.SetSize( MAGNIFIER_SIZE * mStageSize.width ); // Size of magnifier is in relation to stage width
mMagnifier.SetProperty( Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR, MAGNIFICATION_FACTOR );
mMagnifier.SetScale(Vector3::ZERO);
overlay.Add( mMagnifier );
// Apply constraint to animate the position of the magnifier.
Constraint constraint = Constraint::New<Vector3>( mMagnifier, Actor::Property::POSITION, ConfinementConstraint(Vector3( 0.5f, 0.5f, 0.0f ), Vector2::ONE * MAGNIFIER_INDENT, Vector2::ONE * MAGNIFIER_INDENT) );
constraint.AddSource( LocalSource(Actor::Property::SIZE) );
constraint.AddSource( LocalSource(Actor::Property::PARENT_ORIGIN) );
constraint.AddSource( LocalSource(Actor::Property::ANCHOR_POINT) );
constraint.AddSource( ParentSource(Actor::Property::SIZE) );
constraint.SetRemoveAction(Constraint::Discard);
constraint.Apply();
// Create bouncing magnifier automatically bounces around screen.
mBouncingMagnifier = Toolkit::Magnifier::New();
mBouncingMagnifier.SetSourceActor( mView );
mBouncingMagnifier.SetSize( MAGNIFIER_SIZE * mStageSize.width ); // Size of magnifier is in relation to stage width
mBouncingMagnifier.SetProperty( Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR, MAGNIFICATION_FACTOR );
overlay.Add( mBouncingMagnifier );
mAnimationTimeProperty = mBouncingMagnifier.RegisterProperty("animationTime", 0.0f);
ContinueAnimation();
// Apply constraint to animate the position of the magnifier.
constraint = Constraint::New<Vector3>( mBouncingMagnifier, Actor::Property::POSITION, MagnifierPathConstraint(mStageSize, mStageSize * 0.5f) );
constraint.AddSource( LocalSource(Actor::Property::SIZE) );
constraint.AddSource( LocalSource(mAnimationTimeProperty) );
constraint.Apply();
// Apply constraint to animate the source of the magnifier.
constraint = Constraint::New<Vector3>( mBouncingMagnifier, Toolkit::Magnifier::Property::SOURCE_POSITION, MagnifierPathConstraint(mStageSize) );
constraint.AddSource( LocalSource(Actor::Property::SIZE) );
constraint.AddSource( LocalSource(mAnimationTimeProperty) );
constraint.Apply();
}
示例4: OnInitialize
void ShadowView::OnInitialize()
{
// root actor to parent all user added actors. Used as source actor for shadow render task.
mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
Vector2 stageSize = Stage::GetCurrent().GetSize();
mCameraActor = CameraActor::New(stageSize);
mCameraActor.SetParentOrigin( ParentOrigin::CENTER );
// Target is constrained to point at the shadow plane origin
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
mCameraActor.SetOrientation(Radian(Degree(180)), Vector3::YAXIS);
mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
Property::Map customShader;
customShader[ "vertex-shader" ] = RENDER_SHADOW_VERTEX_SOURCE;
customShader[ "fragment-shader" ] = RENDER_SHADOW_FRAGMENT_SOURCE;
customShader[ "subdivide-grid-x" ] = 20;
customShader[ "subdivide-grid-y" ] = 20;
customShader[ "hints" ] = "output-is-transparent";
mShadowRenderShader[ "shader" ] = customShader;
// Create render targets needed for rendering from light's point of view
mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 );
mOutputImage = FrameBufferImage::New( stageSize.width * 0.5f, stageSize.height * 0.5f, Pixel::RGBA8888 );
//////////////////////////////////////////////////////
// Connect to actor tree
Self().Add( mChildrenRoot );
Stage::GetCurrent().Add( mCameraActor );
mBlurFilter.SetRefreshOnDemand(false);
mBlurFilter.SetInputImage(mSceneFromLightRenderTarget);
mBlurFilter.SetOutputImage(mOutputImage);
mBlurFilter.SetSize(stageSize * 0.5f);
mBlurFilter.SetPixelFormat(Pixel::RGBA8888);
mBlurRootActor = Actor::New();
mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" );
// Turn off inheritance to ensure filter renders properly
mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
mBlurRootActor.SetInheritOrientation(false);
mBlurRootActor.SetInheritScale(false);
mBlurRootActor.SetColorMode(USE_OWN_COLOR);
Self().Add(mBlurRootActor);
mBlurFilter.SetRootActor(mBlurRootActor);
mBlurFilter.SetBackgroundColor(Vector4::ZERO);
CustomActor self = Self();
// Register a property that the user can use to control the blur in the internal object
mBlurStrengthPropertyIndex = self.RegisterProperty(BLUR_STRENGTH_PROPERTY_NAME, BLUR_STRENGTH_DEFAULT);
Constraint blurStrengthConstraint = Constraint::New<float>( mBlurFilter.GetHandleForAnimateBlurStrength(), mBlurFilter.GetBlurStrengthPropertyIndex(), EqualToConstraint() );
blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) );
blurStrengthConstraint.Apply();
}
示例5: OnInitialize
void GaussianBlurView::OnInitialize()
{
// root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
mChildrenRoot.SetParentOrigin(ParentOrigin::CENTER);
//////////////////////////////////////////////////////
// Create shaders
// horiz
std::ostringstream horizFragmentShaderStringStream;
horizFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
horizFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
mHorizBlurShader = ShaderEffect::New( "", horizFragmentShaderStringStream.str() );
// vert
std::ostringstream vertFragmentShaderStringStream;
vertFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
vertFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
mVertBlurShader = ShaderEffect::New( "", vertFragmentShaderStringStream.str() );
//////////////////////////////////////////////////////
// Create actors
// Create an ImageActor for performing a horizontal blur on the texture
mImageActorHorizBlur = ImageActor::New();
mImageActorHorizBlur.SetParentOrigin(ParentOrigin::CENTER);
mImageActorHorizBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
mImageActorHorizBlur.SetShaderEffect( mHorizBlurShader );
// Create an ImageActor for performing a vertical blur on the texture
mImageActorVertBlur = ImageActor::New();
mImageActorVertBlur.SetParentOrigin(ParentOrigin::CENTER);
mImageActorVertBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
mImageActorVertBlur.SetShaderEffect( mVertBlurShader );
// Register a property that the user can control to fade the blur in / out via the GaussianBlurView object
mBlurStrengthPropertyIndex = Self().RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH);
// Create an ImageActor for compositing the blur and the original child actors render
if(!mBlurUserImage)
{
mImageActorComposite = ImageActor::New();
mImageActorComposite.SetParentOrigin(ParentOrigin::CENTER);
mImageActorComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
Constraint blurStrengthConstraint = Constraint::New<float>( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint());
blurStrengthConstraint.AddSource( ParentSource(mBlurStrengthPropertyIndex) );
blurStrengthConstraint.Apply();
// Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
mTargetActor = ImageActor::New();
mTargetActor.SetParentOrigin(ParentOrigin::CENTER);
mTargetActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
//////////////////////////////////////////////////////
// Create cameras for the renders corresponding to the view size
mRenderFullSizeCamera = CameraActor::New();
mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
//////////////////////////////////////////////////////
// Connect to actor tree
Self().Add( mImageActorComposite );
Self().Add( mTargetActor );
Self().Add( mRenderFullSizeCamera );
}
//////////////////////////////////////////////////////
// Create camera for the renders corresponding to the (potentially downsampled) render targets' size
mRenderDownsampledCamera = CameraActor::New();
mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
//////////////////////////////////////////////////////
// Connect to actor tree
Self().Add( mChildrenRoot );
Self().Add( mImageActorHorizBlur );
Self().Add( mImageActorVertBlur );
Self().Add( mRenderDownsampledCamera );
}