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Revert "visual: Implements rive animation"
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
visuals
/
mesh
/
mesh-visual.h
diff --git
a/dali-toolkit/internal/visuals/mesh/mesh-visual.h
b/dali-toolkit/internal/visuals/mesh/mesh-visual.h
index
4c0441a
..
d4765e9
100644
(file)
--- a/
dali-toolkit/internal/visuals/mesh/mesh-visual.h
+++ b/
dali-toolkit/internal/visuals/mesh/mesh-visual.h
@@
-2,7
+2,7
@@
#define DALI_TOOLKIT_INTERNAL_MESH_VISUAL_H
/*
#define DALI_TOOLKIT_INTERNAL_MESH_VISUAL_H
/*
- * Copyright (c) 20
16
Samsung Electronics Co., Ltd.
+ * Copyright (c) 20
21
Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@@
-19,26
+19,23
@@
*/
// EXTERNAL INCLUDES
*/
// EXTERNAL INCLUDES
-#include <fstream>
-#include <string.h>
#include <dali/public-api/common/intrusive-ptr.h>
#include <dali/public-api/common/intrusive-ptr.h>
+#include <string.h>
+#include <fstream>
// INTERNAL INCLUDES
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/mesh-visual-properties.h>
-#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/controls/model3d-view/obj-loader.h>
#include <dali-toolkit/internal/controls/model3d-view/obj-loader.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
+#include <dali-toolkit/public-api/visuals/mesh-visual-properties.h>
namespace Dali
{
namespace Dali
{
-
namespace Toolkit
{
namespace Toolkit
{
-
namespace Internal
{
namespace Internal
{
-
class MeshVisual;
class MeshVisual;
-typedef IntrusivePtr<
MeshVisual
> MeshVisualPtr;
+typedef IntrusivePtr<
MeshVisual
> MeshVisualPtr;
/**
* The visual which renders a 3D object to the control's quad
/**
* The visual which renders a 3D object to the control's quad
@@
-55,48
+52,36
@@
typedef IntrusivePtr< MeshVisual > MeshVisualPtr;
* | useSoftNormals | BOOLEAN | If true, average normals at points for smooth textures. Default true. |
* | lightPosition | VECTOR3 | The position (on stage) of the light |
*/
* | useSoftNormals | BOOLEAN | If true, average normals at points for smooth textures. Default true. |
* | lightPosition | VECTOR3 | The position (on stage) of the light |
*/
-class MeshVisual: public Visual::Base
+class MeshVisual
: public Visual::Base
{
public:
{
public:
-
/**
* @brief Create a new mesh visual.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
/**
* @brief Create a new mesh visual.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
+ * @param[in] properties A Property::Map containing settings for this visual
* @return A smart-pointer to the newly allocated visual.
*/
* @return A smart-pointer to the newly allocated visual.
*/
- static MeshVisualPtr New( VisualFactoryCache& factoryCache );
-
-public: // from Visual
-
- /**
- * @copydoc Visual::Base::SetSize
- */
- virtual void SetSize( const Vector2& size );
+ static MeshVisualPtr New(VisualFactoryCache& factoryCache, const Property::Map& properties);
+public: // from Visual
/**
* @copydoc Visual::Base::CreatePropertyMap
*/
/**
* @copydoc Visual::Base::CreatePropertyMap
*/
- v
irtual void DoCreatePropertyMap( Property::Map& map ) const
;
+ v
oid DoCreatePropertyMap(Property::Map& map) const override
;
/**
/**
- * @copydoc Visual::Base::
DoSetProperty
+ * @copydoc Visual::Base::
CreateInstancePropertyMap
*/
*/
- virtual void DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue );
-
- /**
- * @copydoc Visual::Base::DoGetProperty
- */
- virtual Dali::Property::Value DoGetProperty( Dali::Property::Index index );
+ void DoCreateInstancePropertyMap(Property::Map& map) const override;
protected:
protected:
-
/**
* @brief Constructor.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
*/
/**
* @brief Constructor.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
*/
- MeshVisual(
VisualFactoryCache& factoryCache
);
+ MeshVisual(
VisualFactoryCache& factoryCache
);
/**
* @brief A reference counted object may only be deleted by calling Unreference().
/**
* @brief A reference counted object may only be deleted by calling Unreference().
@@
-104,31
+89,26
@@
protected:
virtual ~MeshVisual();
/**
virtual ~MeshVisual();
/**
- * @copydoc Visual::Base::
DoSetProperties
+ * @copydoc Visual::Base::
OnInitialize
*/
*/
- v
irtual void DoSetProperties( const Property::Map& propertyMap )
;
+ v
oid OnInitialize() override
;
/**
/**
- * @copydoc Visual::Base::DoSet
OnStage
+ * @copydoc Visual::Base::DoSet
Properties
*/
*/
- virtual void DoSetOnStage( Actor& actor );
-
-public:
+ void DoSetProperties(const Property::Map& propertyMap) override;
/**
/**
- * Declare whether a texture map should be used for the object, if it's present. Defaults to true.
- * @param[in] useTexture boolean declaration.
+ * @copydoc Visual::Base::OnSetTransform
*/
*/
- void
SetUseTexture( bool useTexture )
;
+ void
OnSetTransform() override
;
/**
/**
- * Declare whether a normal map should be used for the object, if it's present. Defaults to true.
- * @param[in] useNormalMap boolean declaration.
+ * @copydoc Visual::Base::DoSetOnScene
*/
*/
- void
SetUseNormalMap( bool useNormalMap )
;
+ void
DoSetOnScene(Actor& actor) override
;
private:
private:
-
/**
* @brief Provide an empty geometry for the visual to use.
* @details For use in error cases where the initialisation has failed for varying reasons.
/**
* @brief Provide an empty geometry for the visual to use.
* @details For use in error cases where the initialisation has failed for varying reasons.
@@
-136,11
+116,6
@@
private:
void SupplyEmptyGeometry();
/**
void SupplyEmptyGeometry();
/**
- * @brief Initialize the visual with the geometry and shader from the cache, if not available, create and save to the cache for sharing.
- */
- void InitializeRenderer();
-
- /**
* @brief Create a shader for the object to use.
*/
void CreateShader();
* @brief Create a shader for the object to use.
*/
void CreateShader();
@@
-174,16
+149,21
@@
private:
*/
bool LoadTextures();
*/
bool LoadTextures();
-private:
+ /**
+ * Helper method to set individual values by index key.
+ * @param[in] index The index key of the value
+ * @param[in] value The value
+ */
+ void DoSetProperty(Property::Index index, const Property::Value& value);
+private:
// Undefined
// Undefined
- MeshVisual(
const MeshVisual& meshVisual
);
+ MeshVisual(
const MeshVisual& meshVisual
);
// Undefined
// Undefined
- MeshVisual& operator=(
const MeshVisual& meshVisual
);
+ MeshVisual& operator=(
const MeshVisual& meshVisual
);
private:
private:
-
std::string mObjectUrl;
std::string mMaterialUrl;
std::string mObjectUrl;
std::string mMaterialUrl;
@@
-192,15
+172,15
@@
private:
std::string mGlossTextureUrl;
std::string mTexturesPath;
std::string mGlossTextureUrl;
std::string mTexturesPath;
- Shader mShader;
- Geometry mGeometry;
+ Shader
mShader;
+ Geometry
mGeometry;
TextureSet mTextureSet;
ObjLoader mObjLoader;
TextureSet mTextureSet;
ObjLoader mObjLoader;
- Vector3 mSceneCenter;
- Vector3 mSceneSize;
+ Vector3
mSceneCenter;
+ Vector3
mSceneSize;
- Vector3 mLightPosition;
+ Vector3
mLightPosition;
Toolkit::MeshVisual::ShadingMode::Value mShadingMode;
bool mUseTexture;
Toolkit::MeshVisual::ShadingMode::Value mShadingMode;
bool mUseTexture;