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/controls/scene-view/scene-view-impl.h>
35 #include <dali-scene3d/public-api/controls/model/model.h>
36 #include <dali-scene3d/public-api/loader/animation-definition.h>
37 #include <dali-scene3d/public-api/loader/camera-parameters.h>
38 #include <dali-scene3d/public-api/loader/dli-loader.h>
39 #include <dali-scene3d/public-api/loader/gltf2-loader.h>
40 #include <dali-scene3d/public-api/loader/light-parameters.h>
41 #include <dali-scene3d/public-api/loader/load-result.h>
42 #include <dali-scene3d/public-api/loader/node-definition.h>
43 #include <dali-scene3d/public-api/loader/scene-definition.h>
44 #include <dali-scene3d/public-api/loader/shader-definition-factory.h>
58 return Scene3D::Model::New(std::string());
61 // Setup properties, signals and actions using the type-registry.
62 DALI_TYPE_REGISTRATION_BEGIN(Scene3D::Model, Toolkit::Control, Create);
63 DALI_TYPE_REGISTRATION_END()
65 static constexpr uint32_t OFFSET_FOR_DIFFUSE_CUBE_TEXTURE = 2u;
66 static constexpr uint32_t OFFSET_FOR_SPECULAR_CUBE_TEXTURE = 1u;
68 static constexpr Vector3 Y_DIRECTION(1.0f, -1.0f, 1.0f);
70 static constexpr bool DEFAULT_MODEL_CHILDREN_SENSITIVE = false;
71 static constexpr bool DEFAULT_MODEL_CHILDREN_FOCUSABLE = false;
77 pointMin = Vector3(std::numeric_limits<float>::max(), std::numeric_limits<float>::max(), std::numeric_limits<float>::max());
78 pointMax = Vector3(std::numeric_limits<float>::min(), std::numeric_limits<float>::min(), std::numeric_limits<float>::min());
81 void ConsiderNewPointInVolume(const Vector3& position)
83 pointMin.x = std::min(position.x, pointMin.x);
84 pointMin.y = std::min(position.y, pointMin.y);
85 pointMin.z = std::min(position.z, pointMin.z);
87 pointMax.x = std::max(position.x, pointMax.x);
88 pointMax.y = std::max(position.y, pointMax.y);
89 pointMax.z = std::max(position.z, pointMax.z);
92 Vector3 CalculateSize()
94 return pointMax - pointMin;
97 Vector3 CalculatePivot()
99 Vector3 pivot = pointMin / (pointMin - pointMax);
100 for(uint32_t i = 0; i < 3; ++i)
102 // To avoid divid by zero
103 if(Dali::Equals(pointMin[i], pointMax[i]))
115 void ConfigureBlendShapeShaders(
116 Dali::Scene3D::Loader::ResourceBundle& resources, const Dali::Scene3D::Loader::SceneDefinition& scene, Actor root, std::vector<Dali::Scene3D::Loader::BlendshapeShaderConfigurationRequest>&& requests)
118 std::vector<std::string> errors;
119 auto onError = [&errors](const std::string& msg)
120 { errors.push_back(msg); };
121 if(!scene.ConfigureBlendshapeShaders(resources, root, std::move(requests), onError))
123 Dali::Scene3D::Loader::ExceptionFlinger flinger(ASSERT_LOCATION);
124 for(auto& msg : errors)
126 flinger << msg << '\n';
131 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)
133 static constexpr uint32_t BOX_POINT_COUNT = 8;
134 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}};
137 const Dali::Scene3D::Loader::NodeDefinition* node = scene.GetNode(iNode);
138 Matrix localMatrix = node->GetLocalSpace();
139 Matrix::Multiply(nodeMatrix, localMatrix, parentMatrix);
142 if(node->GetExtents(nodeParams.mResources, volume[0], volume[1]))
144 for(uint32_t i = 0; i < BOX_POINT_COUNT; ++i)
146 Vector4 position = Vector4(volume[BBIndex[i][0]].x, volume[BBIndex[i][1]].y, volume[BBIndex[i][2]].z, 1.0f);
147 Vector4 objectPosition = nodeMatrix * position;
148 objectPosition /= objectPosition.w;
150 AABB.ConsiderNewPointInVolume(Vector3(objectPosition));
154 if(node->mCustomization)
156 if(!node->mChildren.empty())
158 auto choice = choices.Get(node->mCustomization->mTag);
159 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));
161 AddModelTreeToAABB(AABB, scene, choices, node->mChildren[i], nodeParams, nodeMatrix);
166 for(auto i : node->mChildren)
168 AddModelTreeToAABB(AABB, scene, choices, i, nodeParams, nodeMatrix);
173 } // anonymous namespace
175 Model::Model(const std::string& modelUrl, const std::string& resourceDirectoryUrl)
176 : Control(ControlBehaviour(DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS)),
178 mResourceDirectoryUrl(resourceDirectoryUrl),
180 mNaturalSize(Vector3::ZERO),
181 mModelPivot(AnchorPoint::CENTER),
182 mSceneIblScaleFactor(1.0f),
183 mIblScaleFactor(1.0f),
184 mModelChildrenSensitive(DEFAULT_MODEL_CHILDREN_SENSITIVE),
185 mModelChildrenFocusable(DEFAULT_MODEL_CHILDREN_FOCUSABLE),
186 mModelResourceReady(false),
187 mIblDiffuseResourceReady(true),
188 mIblSpecularResourceReady(true),
189 mIblDiffuseDirty(false),
190 mIblSpecularDirty(false)
196 ResetResourceTasks();
199 Dali::Scene3D::Model Model::New(const std::string& modelUrl, const std::string& resourceDirectoryUrl)
201 Model* impl = new Model(modelUrl, resourceDirectoryUrl);
203 Dali::Scene3D::Model handle = Dali::Scene3D::Model(*impl);
205 // Second-phase init of the implementation
206 // This can only be done after the CustomActor connection has been made...
212 const Actor Model::GetModelRoot() const
217 void Model::SetChildrenSensitive(bool enable)
219 if(mModelChildrenSensitive != enable)
221 mModelChildrenSensitive = enable;
224 mModelRoot.SetProperty(Dali::Actor::Property::SENSITIVE, mModelChildrenSensitive);
229 bool Model::GetChildrenSensitive() const
231 return mModelChildrenSensitive;
234 void Model::SetChildrenFocusable(bool enable)
236 if(mModelChildrenFocusable != enable)
238 mModelChildrenFocusable = enable;
241 mModelRoot.SetProperty(Dali::Actor::Property::KEYBOARD_FOCUSABLE, mModelChildrenFocusable);
242 mModelRoot.SetProperty(Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, mModelChildrenFocusable);
247 bool Model::GetChildrenFocusable() const
249 return mModelChildrenFocusable;
252 void Model::SetImageBasedLightSource(const std::string& diffuseUrl, const std::string& specularUrl, float scaleFactor)
254 bool needIblReset = false;
255 bool isOnScene = Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE);
256 if(mDiffuseIblUrl != diffuseUrl)
258 mDiffuseIblUrl = diffuseUrl;
259 if(mDiffuseIblUrl.empty())
265 mIblDiffuseDirty = true;
266 mIblDiffuseResourceReady = false;
270 if(mSpecularIblUrl != specularUrl)
272 mSpecularIblUrl = specularUrl;
273 if(mSpecularIblUrl.empty())
279 mIblSpecularDirty = true;
280 mIblSpecularResourceReady = false;
284 // If one or both of diffuse url and specular url are empty,
285 // we don't need to request to load texture.
288 ResetResourceTask(mIblDiffuseLoadTask);
289 ResetResourceTask(mIblSpecularLoadTask);
291 mIblDiffuseDirty = false;
292 mIblSpecularDirty = false;
293 mIblDiffuseResourceReady = true;
294 mIblSpecularResourceReady = true;
296 mDiffuseTexture.Reset();
297 mSpecularTexture.Reset();
298 UpdateImageBasedLightTexture();
302 if(isOnScene && mIblDiffuseDirty)
304 ResetResourceTask(mIblDiffuseLoadTask);
305 mIblDiffuseLoadTask = new EnvironmentMapLoadTask(mDiffuseIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &Model::OnIblDiffuseLoadComplete));
306 Dali::AsyncTaskManager::Get().AddTask(mIblDiffuseLoadTask);
307 mIblDiffuseDirty = false;
310 if(isOnScene && mIblSpecularDirty)
312 ResetResourceTask(mIblSpecularLoadTask);
313 mIblSpecularLoadTask = new EnvironmentMapLoadTask(mSpecularIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &Model::OnIblSpecularLoadComplete));
314 Dali::AsyncTaskManager::Get().AddTask(mIblSpecularLoadTask);
315 mIblSpecularDirty = false;
319 if(!Dali::Equals(mIblScaleFactor, scaleFactor))
321 mIblScaleFactor = scaleFactor;
322 UpdateImageBasedLightScaleFactor();
325 // If diffuse and specular textures are already loaded, emits resource ready signal here.
326 NotifyResourceReady();
329 void Model::SetImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float scaleFactor)
331 // If input texture is wrong, Model is rendered with SceneView's IBL.
332 if(mDiffuseTexture != diffuseTexture || mSpecularTexture != specularTexture)
334 mDiffuseTexture = diffuseTexture;
335 mSpecularTexture = specularTexture;
336 mIblScaleFactor = scaleFactor;
337 UpdateImageBasedLightTexture();
341 void Model::SetImageBasedLightScaleFactor(float scaleFactor)
343 mIblScaleFactor = scaleFactor;
344 if(mDiffuseTexture && mSpecularTexture)
346 UpdateImageBasedLightScaleFactor();
350 float Model::GetImageBasedLightScaleFactor() const
352 return mIblScaleFactor;
355 uint32_t Model::GetAnimationCount() const
357 return mAnimations.size();
360 Dali::Animation Model::GetAnimation(uint32_t index) const
362 Dali::Animation animation;
363 if(mAnimations.size() > index)
365 animation = mAnimations[index].second;
370 Dali::Animation Model::GetAnimation(const std::string& name) const
372 Dali::Animation animation;
375 for(auto&& animationData : mAnimations)
377 if(animationData.first == name)
379 animation = animationData.second;
387 ///////////////////////////////////////////////////////////
392 void Model::OnInitialize()
394 // Make ParentOrigin as Center.
395 Self().SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
398 void Model::OnSceneConnection(int depth)
400 if(!mModelLoadTask && !mModelRoot)
402 Scene3D::Loader::InitializeGltfLoader();
403 mModelLoadTask = new ModelLoadTask(mModelUrl, mResourceDirectoryUrl, MakeCallback(this, &Model::OnModelLoadComplete));
404 Dali::AsyncTaskManager::Get().AddTask(mModelLoadTask);
406 // If diffuse and specular url is not valid, IBL does not need to be loaded.
407 if(!mDiffuseIblUrl.empty() && !mSpecularIblUrl.empty())
409 SetImageBasedLightSource(mDiffuseIblUrl, mSpecularIblUrl, mIblScaleFactor);
412 Actor parent = Self().GetParent();
415 Scene3D::SceneView sceneView = Scene3D::SceneView::DownCast(parent);
418 GetImpl(sceneView).RegisterSceneItem(this);
419 mParentSceneView = sceneView;
422 parent = parent.GetParent();
425 Control::OnSceneConnection(depth);
428 void Model::OnSceneDisconnection()
430 Scene3D::SceneView sceneView = mParentSceneView.GetHandle();
433 GetImpl(sceneView).UnregisterSceneItem(this);
434 mParentSceneView.Reset();
436 Control::OnSceneDisconnection();
439 Vector3 Model::GetNaturalSize()
443 DALI_LOG_ERROR("Model is still not loaded.\n");
444 return Vector3::ZERO;
450 float Model::GetHeightForWidth(float width)
453 padding = Self().GetProperty<Extents>(Toolkit::Control::Property::PADDING);
454 return Control::GetHeightForWidth(width) + padding.top + padding.bottom;
457 float Model::GetWidthForHeight(float height)
460 padding = Self().GetProperty<Extents>(Toolkit::Control::Property::PADDING);
461 return Control::GetWidthForHeight(height) + padding.start + padding.end;
464 void Model::OnRelayout(const Vector2& size, RelayoutContainer& container)
466 Control::OnRelayout(size, container);
470 bool Model::IsResourceReady() const
472 return mModelResourceReady && mIblDiffuseResourceReady && mIblSpecularResourceReady;
475 void Model::ScaleModel()
483 Vector3 size = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
484 if(size.x > 0.0f && size.y > 0.0f)
487 scale = std::min(size.x / mNaturalSize.x, scale);
488 scale = std::min(size.y / mNaturalSize.y, scale);
490 // Models in glTF and dli are defined as right hand coordinate system.
491 // DALi uses left hand coordinate system. Scaling negative is for change winding order.
492 mModelRoot.SetProperty(Dali::Actor::Property::SCALE, Y_DIRECTION * scale);
495 void Model::FitModelPosition()
501 // Loaded model pivot is not the model center.
502 mModelRoot.SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
503 mModelRoot.SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3::ONE - mModelPivot);
506 void Model::CollectRenderableActor(Actor actor)
508 uint32_t rendererCount = actor.GetRendererCount();
511 mRenderableActors.push_back(actor);
514 uint32_t childrenCount = actor.GetChildCount();
515 for(uint32_t i = 0; i < childrenCount; ++i)
517 CollectRenderableActor(actor.GetChildAt(i));
521 void Model::UpdateImageBasedLightTexture()
523 Dali::Texture currentDiffuseTexture = (mDiffuseTexture && mSpecularTexture) ? mDiffuseTexture : mSceneDiffuseTexture;
524 Dali::Texture currentSpecularTexture = (mDiffuseTexture && mSpecularTexture) ? mSpecularTexture : mSceneSpecularTexture;
525 float currentIblScaleFactor = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
527 if(!currentDiffuseTexture || !currentSpecularTexture)
529 currentDiffuseTexture = mDefaultDiffuseTexture;
530 currentSpecularTexture = mDefaultSpecularTexture;
531 currentIblScaleFactor = Dali::Scene3D::Loader::EnvironmentDefinition::GetDefaultIntensity();
534 for(auto&& actor : mRenderableActors)
536 Actor renderableActor = actor.GetHandle();
542 uint32_t rendererCount = renderableActor.GetRendererCount();
543 for(uint32_t i = 0; i < rendererCount; ++i)
545 Dali::Renderer renderer = renderableActor.GetRendererAt(i);
550 Dali::TextureSet textures = renderer.GetTextures();
555 uint32_t textureCount = textures.GetTextureCount();
556 // EnvMap requires at least 2 texture, diffuse and specular
557 if(textureCount > 2u)
559 textures.SetTexture(textureCount - OFFSET_FOR_DIFFUSE_CUBE_TEXTURE, currentDiffuseTexture);
560 textures.SetTexture(textureCount - OFFSET_FOR_SPECULAR_CUBE_TEXTURE, currentSpecularTexture);
563 renderableActor.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), currentIblScaleFactor);
567 void Model::UpdateImageBasedLightScaleFactor()
569 if((!mDiffuseTexture || !mSpecularTexture) &&
570 (!mSceneDiffuseTexture || !mSceneSpecularTexture))
575 float currentIblScaleFactor = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
576 for(auto&& actor : mRenderableActors)
578 Actor renderableActor = actor.GetHandle();
581 renderableActor.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), currentIblScaleFactor);
586 void Model::NotifyImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float scaleFactor)
588 if(mSceneDiffuseTexture != diffuseTexture || mSceneSpecularTexture != specularTexture)
590 mSceneDiffuseTexture = diffuseTexture;
591 mSceneSpecularTexture = specularTexture;
592 mSceneIblScaleFactor = scaleFactor;
593 // If Model IBL is not set, use SceneView's IBL.
594 if(!mDiffuseTexture || !mSpecularTexture)
596 UpdateImageBasedLightTexture();
601 void Model::NotifyImageBasedLightScaleFactor(float scaleFactor)
603 mSceneIblScaleFactor = scaleFactor;
604 if(mSceneDiffuseTexture && mSceneSpecularTexture)
606 UpdateImageBasedLightScaleFactor();
610 void Model::OnModelLoadComplete()
612 if(!mModelLoadTask->HasSucceeded())
614 ResetResourceTasks();
619 mRenderableActors.clear();
620 CollectRenderableActor(mModelRoot);
622 auto* resources = &(mModelLoadTask->mResources);
623 auto* scene = &(mModelLoadTask->mScene);
624 CreateAnimations(*scene);
625 if(!resources->mEnvironmentMaps.empty())
627 mDefaultDiffuseTexture = resources->mEnvironmentMaps.front().second.mDiffuse;
628 mDefaultSpecularTexture = resources->mEnvironmentMaps.front().second.mSpecular;
631 UpdateImageBasedLightTexture();
632 UpdateImageBasedLightScaleFactor();
634 mModelRoot.SetProperty(Dali::Actor::Property::SENSITIVE, mModelChildrenSensitive);
635 mModelRoot.SetProperty(Dali::Actor::Property::KEYBOARD_FOCUSABLE, mModelChildrenFocusable);
636 mModelRoot.SetProperty(Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, mModelChildrenFocusable);
638 Self().Add(mModelRoot);
639 Self().SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3(mModelPivot.x, 1.0f - mModelPivot.y, mModelPivot.z));
641 mModelResourceReady = true;
642 NotifyResourceReady();
643 ResetResourceTask(mModelLoadTask);
646 void Model::OnIblDiffuseLoadComplete()
648 mDiffuseTexture = mIblDiffuseLoadTask->GetLoadedTexture();
649 ResetResourceTask(mIblDiffuseLoadTask);
650 mIblDiffuseResourceReady = true;
651 if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
657 void Model::OnIblSpecularLoadComplete()
659 mSpecularTexture = mIblSpecularLoadTask->GetLoadedTexture();
660 ResetResourceTask(mIblSpecularLoadTask);
661 mIblSpecularResourceReady = true;
662 if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
668 void Model::OnIblLoadComplete()
670 UpdateImageBasedLightTexture();
671 NotifyResourceReady();
674 void Model::ResetResourceTasks()
676 if(!Dali::Adaptor::IsAvailable())
680 ResetResourceTask(mModelLoadTask);
681 ResetResourceTask(mIblDiffuseLoadTask);
682 ResetResourceTask(mIblSpecularLoadTask);
685 void Model::ResetResourceTask(IntrusivePtr<AsyncTask> asyncTask)
691 Dali::AsyncTaskManager::Get().RemoveTask(asyncTask);
695 void Model::NotifyResourceReady()
697 if(!IsResourceReady())
701 Control::SetResourceReady(false);
704 void Model::CreateModel()
706 mModelRoot = Actor::New();
707 mModelRoot.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
710 auto* resources = &(mModelLoadTask->mResources);
711 auto* scene = &(mModelLoadTask->mScene);
712 Dali::Scene3D::Loader::Transforms xforms{Dali::Scene3D::Loader::MatrixStack{}, Dali::Scene3D::Loader::ViewProjection{}};
713 Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{*resources, xforms, {}, {}, {}};
714 uint32_t rootCount = 0u;
715 for(auto iRoot : scene->GetRoots())
717 resources->GenerateResources(mModelLoadTask->mResourceRefCounts[rootCount]);
719 if(auto actor = scene->CreateNodes(iRoot, mModelLoadTask->mResourceChoices, nodeParams))
721 scene->ConfigureSkeletonJoints(iRoot, resources->mSkeletons, actor);
722 scene->ConfigureSkinningShaders(*resources, actor, std::move(nodeParams.mSkinnables));
723 ConfigureBlendShapeShaders(*resources, *scene, actor, std::move(nodeParams.mBlendshapeRequests));
725 scene->ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
727 mModelRoot.Add(actor);
730 AddModelTreeToAABB(AABB, *scene, mModelLoadTask->mResourceChoices, iRoot, nodeParams, Matrix::IDENTITY);
734 mNaturalSize = AABB.CalculateSize();
735 mModelPivot = AABB.CalculatePivot();
736 mModelRoot.SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
737 Vector3 controlSize = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
738 if(Dali::EqualsZero(controlSize.x) || Dali::EqualsZero(controlSize.y))
740 Self().SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
746 void Model::CreateAnimations(Dali::Scene3D::Loader::SceneDefinition& scene)
748 if(!mModelLoadTask->mAnimations.empty())
750 auto getActor = [&](const Scene3D::Loader::AnimatedProperty& property)
752 if(property.mNodeIndex == Scene3D::Loader::INVALID_INDEX)
754 return mModelRoot.FindChildByName(property.mNodeName);
756 auto* node = scene.GetNode(property.mNodeIndex);
759 return Dali::Actor();
761 return mModelRoot.FindChildById(node->mNodeId);
765 for(auto&& animation : mModelLoadTask->mAnimations)
767 Dali::Animation anim = animation.ReAnimate(getActor);
768 mAnimations.push_back({animation.mName, anim});
773 } // namespace Internal
774 } // namespace Scene3D