// EXTERNAL INCLUDES
#include <sstream>
#include <iomanip>
+#include <dali/public-api/animation/active-constraint.h>
+#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/render-tasks/render-task-list.h>
// is under control of application, can't use transform inheritance)
Constraint cameraOrientationConstraint =
- Constraint::New<Quaternion> ( Actor::ROTATION,
- Source( mShadowPlane, Actor::WORLD_POSITION ),
- Source( mPointLight, Actor::WORLD_POSITION ),
- Source( mShadowPlane, Actor::WORLD_ROTATION ),
+ Constraint::New<Quaternion> ( Actor::Property::Rotation,
+ Source( mShadowPlane, Actor::Property::WorldPosition ),
+ Source( mPointLight, Actor::Property::WorldPosition ),
+ Source( mShadowPlane, Actor::Property::WorldRotation ),
&LookAt );
mCameraActor.ApplyConstraint( cameraOrientationConstraint );
- Constraint pointLightPositionConstraint = Constraint::New<Vector3>( Actor::POSITION, Source( mPointLight, Actor::WORLD_POSITION ), EqualToConstraint() );
+ Constraint pointLightPositionConstraint = Constraint::New<Vector3>( Actor::Property::Position, Source( mPointLight, Actor::Property::WorldPosition ), EqualToConstraint() );
mCameraActor.ApplyConstraint( pointLightPositionConstraint );
}
Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME);
Property::Index lightCameraViewMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME);
- Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::PROJECTION_MATRIX ), EqualToConstraintMatrix());
- Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::VIEW_MATRIX ), EqualToConstraintMatrix());
+ Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::ProjectionMatrix ), EqualToConstraintMatrix());
+ Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::ViewMatrix ), EqualToConstraintMatrix());
mShadowRenderShader.ApplyConstraint(projectionMatrixConstraint);
mShadowRenderShader.ApplyConstraint(viewMatrixConstraint);