Fix transform issue of skinned mesh
[platform/core/uifw/dali-toolkit.git] / automated-tests / src / dali-scene3d-internal / utc-Dali-Gltf2LoaderImpl.cpp
index 81c9d8c..1f274d0 100644 (file)
@@ -616,7 +616,6 @@ int UtcDaliGltfLoaderMRendererTest(void)
     ctx.resources.LoadResources(ctx.pathProvider);
     if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
     {
-      scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
       scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
       scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
       root.Add(actor);
@@ -672,7 +671,6 @@ int UtcDaliGltfLoaderAnimationLoadingTest(void)
     resources.LoadResources(ctx.pathProvider);
     if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
     {
-      scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
       scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
       scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
       root.Add(actor);
@@ -680,9 +678,9 @@ int UtcDaliGltfLoaderAnimationLoadingTest(void)
   }
 
   DALI_TEST_EQUAL(ctx.loadResult.mAnimationDefinitions.size(), 1u);
-  DALI_TEST_EQUAL(ctx.loadResult.mAnimationDefinitions[0].mProperties.size(), 57u);
+  DALI_TEST_EQUAL(ctx.loadResult.mAnimationDefinitions[0].GetPropertyCount(), 57u);
 
-  uint32_t id = ctx.loadResult.mScene.GetNode(ctx.loadResult.mAnimationDefinitions[0].mProperties[0].mNodeIndex)->mNodeId;
+  uint32_t id = ctx.loadResult.mScene.GetNode(ctx.loadResult.mAnimationDefinitions[0].GetPropertyAt(0).mNodeIndex)->mNodeId;
   DALI_TEST_EQUAL(id, root.FindChildByName("Skeleton_torso_joint_1").GetProperty<int32_t>(Dali::Actor::Property::ID));
 
   END_TEST;
@@ -726,7 +724,6 @@ int UtcDaliGltfLoaderImageFromBufferView(void)
     resources.LoadResources(ctx.pathProvider);
     if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
     {
-      scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
       scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
       scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
       root.Add(actor);
@@ -776,7 +773,6 @@ int UtcDaliGltfLoaderUint8Indices(void)
     resources.LoadResources(ctx.pathProvider);
     if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
     {
-      scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
       scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
       scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
       root.Add(actor);