Merge changes I776588c1,I7292a2fb into devel/master
[platform/core/uifw/dali-toolkit.git] / dali-scene3d / internal / controls / model / model-impl.cpp
index 27e8bc8..2763de6 100644 (file)
@@ -33,6 +33,8 @@
 // INTERNAL INCLUDES
 #include <dali-scene3d/internal/common/model-cache-manager.h>
 #include <dali-scene3d/internal/controls/scene-view/scene-view-impl.h>
+#include <dali-scene3d/internal/light/light-impl.h>
+#include <dali-scene3d/internal/model-components/model-node-impl.h>
 #include <dali-scene3d/public-api/controls/model/model.h>
 #include <dali-scene3d/public-api/loader/animation-definition.h>
 #include <dali-scene3d/public-api/loader/camera-parameters.h>
@@ -40,7 +42,8 @@
 #include <dali-scene3d/public-api/loader/load-result.h>
 #include <dali-scene3d/public-api/loader/node-definition.h>
 #include <dali-scene3d/public-api/loader/scene-definition.h>
-#include <dali-scene3d/public-api/loader/shader-definition-factory.h>
+#include <dali-scene3d/public-api/loader/shader-manager.h>
+#include <dali-scene3d/public-api/model-motion/motion-index/blend-shape-index.h>
 
 using namespace Dali;
 
@@ -52,6 +55,9 @@ namespace Internal
 {
 namespace
 {
+/**
+ * Creates control through type registry
+ */
 BaseHandle Create()
 {
   return Scene3D::Model::New(std::string());
@@ -61,10 +67,8 @@ BaseHandle Create()
 DALI_TYPE_REGISTRATION_BEGIN(Scene3D::Model, Toolkit::Control, Create);
 DALI_TYPE_REGISTRATION_END()
 
-static constexpr uint32_t OFFSET_FOR_DIFFUSE_CUBE_TEXTURE  = 2u;
-static constexpr uint32_t OFFSET_FOR_SPECULAR_CUBE_TEXTURE = 1u;
-
 static constexpr Vector3 Y_DIRECTION(1.0f, -1.0f, 1.0f);
+static constexpr float   SIZE_STEP_CONDITION = 0.1f;
 
 static constexpr bool DEFAULT_MODEL_CHILDREN_SENSITIVE = false;
 static constexpr bool DEFAULT_MODEL_CHILDREN_FOCUSABLE = false;
@@ -115,8 +119,7 @@ void ConfigureBlendShapeShaders(
   Dali::Scene3D::Loader::ResourceBundle& resources, const Dali::Scene3D::Loader::SceneDefinition& scene, Actor root, std::vector<Dali::Scene3D::Loader::BlendshapeShaderConfigurationRequest>&& requests)
 {
   std::vector<std::string> errors;
-  auto                     onError = [&errors](const std::string& msg)
-  { errors.push_back(msg); };
+  auto                     onError = [&errors](const std::string& msg) { errors.push_back(msg); };
   if(!scene.ConfigureBlendshapeShaders(resources, root, std::move(requests), onError))
   {
     Dali::Scene3D::Loader::ExceptionFlinger flinger(ASSERT_LOCATION);
@@ -169,6 +172,67 @@ void AddModelTreeToAABB(BoundingVolume& AABB, const Dali::Scene3D::Loader::Scene
   }
 }
 
+void UpdateBlendShapeNodeMapRecursively(Model::BlendShapeModelNodeMap& resultMap, const Scene3D::ModelNode& node)
+{
+  if(!node)
+  {
+    return;
+  }
+  const auto childCount = node.GetChildCount();
+  for(auto i = 0u; i < childCount; ++i)
+  {
+    UpdateBlendShapeNodeMapRecursively(resultMap, Scene3D::ModelNode::DownCast(node.GetChildAt(i)));
+  }
+
+  std::vector<std::string> blendShapeNames;
+  node.RetrieveBlendShapeNames(blendShapeNames);
+  for(const auto& iter : blendShapeNames)
+  {
+    // Append or create new list.
+    resultMap[iter].push_back(node);
+  }
+}
+
+void UpdateShaderRecursively(Scene3D::ModelNode node, Scene3D::Loader::ShaderManagerPtr shaderManager)
+{
+  if(!node)
+  {
+    return;
+  }
+
+  GetImplementation(node).UpdateShader(shaderManager);
+
+  uint32_t childrenCount = node.GetChildCount();
+  for(uint32_t i = 0; i < childrenCount; ++i)
+  {
+    Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
+    if(childNode)
+    {
+      UpdateShaderRecursively(childNode, shaderManager);
+    }
+  }
+}
+
+void UpdateShadowMapTextureRecursively(Scene3D::ModelNode node, Dali::Texture shadowMapTexture)
+{
+  if(!node)
+  {
+    return;
+  }
+
+  GetImplementation(node).SetShadowMapTexture(shadowMapTexture);
+
+  uint32_t childrenCount = node.GetChildCount();
+  for(uint32_t i = 0; i < childrenCount; ++i)
+  {
+    Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
+    if(childNode)
+    {
+      UpdateShadowMapTextureRecursively(childNode, shadowMapTexture);
+    }
+  }
+}
+
 } // anonymous namespace
 
 Model::Model(const std::string& modelUrl, const std::string& resourceDirectoryUrl)
@@ -176,6 +240,7 @@ Model::Model(const std::string& modelUrl, const std::string& resourceDirectoryUr
   mModelUrl(modelUrl),
   mResourceDirectoryUrl(resourceDirectoryUrl),
   mModelRoot(),
+  mShaderManager(new Scene3D::Loader::ShaderManager()),
   mNaturalSize(Vector3::ZERO),
   mModelPivot(AnchorPoint::CENTER),
   mSceneIblScaleFactor(1.0f),
@@ -194,12 +259,12 @@ Model::Model(const std::string& modelUrl, const std::string& resourceDirectoryUr
 
 Model::~Model()
 {
-  if(ModelCacheManager::Get())
+  ResetResourceTasks();
+
+  if(ModelCacheManager::Get() && !mModelUrl.empty())
   {
     ModelCacheManager::Get().UnreferenceModelCache(mModelUrl);
   }
-
-  ResetResourceTasks();
 }
 
 Dali::Scene3D::Model Model::New(const std::string& modelUrl, const std::string& resourceDirectoryUrl)
@@ -215,11 +280,52 @@ Dali::Scene3D::Model Model::New(const std::string& modelUrl, const std::string&
   return handle;
 }
 
-const Actor Model::GetModelRoot() const
+const Scene3D::ModelNode Model::GetModelRoot() const
 {
   return mModelRoot;
 }
 
+void Model::AddModelNode(Scene3D::ModelNode modelNode)
+{
+  if(!mModelRoot)
+  {
+    CreateModelRoot();
+  }
+
+  mModelRoot.Add(modelNode);
+  if(mModelUrl.empty())
+  {
+    mModelResourceReady = true;
+  }
+
+  UpdateShaderRecursively(modelNode, mShaderManager);
+
+  if(mShadowMapTexture)
+  {
+    UpdateShadowMapTextureRecursively(modelNode, mShadowMapTexture);
+  }
+
+  if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
+  {
+    UpdateImageBasedLightTexture();
+    UpdateImageBasedLightScaleFactor();
+  }
+
+  if(Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE))
+  {
+    NotifyResourceReady();
+  }
+}
+
+void Model::RemoveModelNode(Scene3D::ModelNode modelNode)
+{
+  if(mModelRoot)
+  {
+    UpdateShaderRecursively(modelNode, nullptr);
+    mModelRoot.Remove(modelNode);
+  }
+}
+
 void Model::SetChildrenSensitive(bool enable)
 {
   if(mModelChildrenSensitive != enable)
@@ -417,6 +523,236 @@ bool Model::ApplyCamera(uint32_t index, Dali::CameraActor camera) const
   return false;
 }
 
+Scene3D::ModelNode Model::FindChildModelNodeByName(std::string_view nodeName)
+{
+  Actor childActor = Self().FindChildByName(nodeName);
+  return Scene3D::ModelNode::DownCast(childActor);
+}
+
+void Model::RetrieveBlendShapeNames(std::vector<std::string>& blendShapeNames) const
+{
+  blendShapeNames.reserve(blendShapeNames.size() + mBlendShapeModelNodeMap.size());
+  for(const auto& iter : mBlendShapeModelNodeMap)
+  {
+    blendShapeNames.push_back(iter.first);
+  }
+}
+
+void Model::RetrieveModelNodesByBlendShapeName(std::string_view blendShapeName, std::vector<Scene3D::ModelNode>& modelNodes) const
+{
+  auto iter = mBlendShapeModelNodeMap.find(std::string(blendShapeName));
+  if(iter != mBlendShapeModelNodeMap.end())
+  {
+    const auto& modelNodeList = iter->second;
+    modelNodes.reserve(modelNodes.size() + modelNodeList.size());
+    for(const auto& nodeIter : modelNodeList)
+    {
+      modelNodes.push_back(nodeIter);
+    }
+  }
+}
+
+Dali::Animation Model::GenerateMotionDataAnimation(Scene3D::MotionData motionData)
+{
+  Dali::Animation animation;
+
+  // TODO : Need to collect duplicated codes with SetMotionData()
+
+  if(motionData)
+  {
+    const uint32_t motionCount = motionData.GetMotionCount();
+    for(uint32_t i = 0u; i < motionCount; ++i)
+    {
+      auto motionIndex = motionData.GetIndex(i);
+      auto motionValue = motionData.GetValue(i);
+      if(motionIndex && motionValue)
+      {
+        if(motionIndex.GetModelNodeId() != Property::INVALID_KEY)
+        {
+          Scene3D::ModelNode modelNode;
+          if(motionIndex.GetModelNodeId().type == Property::Key::Type::STRING)
+          {
+            modelNode = FindChildModelNodeByName(motionIndex.GetModelNodeId().stringKey);
+          }
+          else if(motionIndex.GetModelNodeId().type == Property::Key::Type::INDEX)
+          {
+            // TODO : Not implement yet.
+          }
+
+          if(modelNode)
+          {
+            KeyFrames keyFrames = motionValue.GetKeyFrames();
+
+            if(keyFrames)
+            {
+              // Try to use index first. If failed, try to use name
+              Property::Index animatedPropertyIndex = motionIndex.GetPropertyIndex(modelNode);
+              if(animatedPropertyIndex != Property::INVALID_INDEX)
+              {
+                if(DALI_UNLIKELY(!animation))
+                {
+                  animation = Animation::New(motionData.GetDuration());
+                }
+                animation.AnimateBetween(Dali::Property(modelNode, animatedPropertyIndex), keyFrames);
+              }
+              else
+              {
+                std::string    animatedPropertyName = motionIndex.GetPropertyName(modelNode);
+                Dali::Property property(modelNode, animatedPropertyName);
+                if(property.propertyIndex != Property::INVALID_INDEX)
+                {
+                  if(DALI_UNLIKELY(!animation))
+                  {
+                    animation = Animation::New(motionData.GetDuration());
+                  }
+                  animation.AnimateBetween(property, keyFrames);
+                }
+              }
+            }
+          }
+        }
+        else
+        {
+          Scene3D::BlendShapeIndex blendShapeIndex = Scene3D::BlendShapeIndex::DownCast(motionIndex);
+          if(blendShapeIndex && blendShapeIndex.GetBlendShapeId().type == Property::Key::Type::STRING)
+          {
+            // Special case : For BlendShapeIndex that doesn't have ModelNodeId and has string BlendShapeId,
+            // we need to animate all kind of blendshapes
+
+            KeyFrames keyFrames = motionValue.GetKeyFrames();
+
+            if(keyFrames)
+            {
+              std::vector<Scene3D::ModelNode> modelNodes;
+              RetrieveModelNodesByBlendShapeName(blendShapeIndex.GetBlendShapeId().stringKey, modelNodes);
+
+              for(auto& modelNode : modelNodes)
+              {
+                // Try to use index first. If failed, try to use name
+                Property::Index animatedPropertyIndex = motionIndex.GetPropertyIndex(modelNode);
+                if(animatedPropertyIndex != Property::INVALID_INDEX)
+                {
+                  if(DALI_UNLIKELY(!animation))
+                  {
+                    animation = Animation::New(motionData.GetDuration());
+                  }
+                  animation.AnimateBetween(Dali::Property(modelNode, animatedPropertyIndex), keyFrames);
+                }
+                else
+                {
+                  std::string    animatedPropertyName = motionIndex.GetPropertyName(modelNode);
+                  Dali::Property property(modelNode, animatedPropertyName);
+
+                  if(property.propertyIndex != Property::INVALID_INDEX)
+                  {
+                    if(DALI_UNLIKELY(!animation))
+                    {
+                      animation = Animation::New(motionData.GetDuration());
+                    }
+                    animation.AnimateBetween(property, keyFrames);
+                  }
+                }
+              }
+            }
+          }
+        }
+      }
+    }
+  }
+
+  return animation;
+}
+
+void Model::SetMotionData(Scene3D::MotionData motionData)
+{
+  // TODO : Need to collect duplicated codes with GenerateMotionDataAnimation()
+
+  if(motionData)
+  {
+    const uint32_t motionCount = motionData.GetMotionCount();
+    for(uint32_t i = 0u; i < motionCount; ++i)
+    {
+      auto motionIndex = motionData.GetIndex(i);
+      auto motionValue = motionData.GetValue(i);
+      if(motionIndex && motionValue)
+      {
+        if(motionIndex.GetModelNodeId() != Property::INVALID_KEY)
+        {
+          Scene3D::ModelNode modelNode;
+          if(motionIndex.GetModelNodeId().type == Property::Key::Type::STRING)
+          {
+            modelNode = FindChildModelNodeByName(motionIndex.GetModelNodeId().stringKey);
+          }
+          else if(motionIndex.GetModelNodeId().type == Property::Key::Type::INDEX)
+          {
+            // TODO : Not implement yet.
+          }
+
+          if(modelNode)
+          {
+            Property::Value value = motionValue.GetPropertyValue();
+
+            if(value.GetType() != Property::Type::NONE)
+            {
+              // Try to use index first. If failed, try to use name
+              Property::Index propertyIndex = motionIndex.GetPropertyIndex(modelNode);
+              if(propertyIndex != Property::INVALID_INDEX)
+              {
+                modelNode.SetProperty(propertyIndex, value);
+              }
+              else
+              {
+                std::string    propertyName = motionIndex.GetPropertyName(modelNode);
+                Dali::Property property(modelNode, propertyName);
+                if(property.propertyIndex != Property::INVALID_INDEX)
+                {
+                  modelNode.SetProperty(property.propertyIndex, value);
+                }
+              }
+            }
+          }
+        }
+        else
+        {
+          Scene3D::BlendShapeIndex blendShapeIndex = Scene3D::BlendShapeIndex::DownCast(motionIndex);
+          if(blendShapeIndex && blendShapeIndex.GetBlendShapeId().type == Property::Key::Type::STRING)
+          {
+            // Special case : For BlendShapeIndex that doesn't have ModelNodeId and has string BlendShapeId,
+            // we need to animate all kind of blendshapes
+
+            Property::Value value = motionValue.GetPropertyValue();
+
+            if(value.GetType() != Property::Type::NONE)
+            {
+              std::vector<Scene3D::ModelNode> modelNodes;
+              RetrieveModelNodesByBlendShapeName(blendShapeIndex.GetBlendShapeId().stringKey, modelNodes);
+
+              for(auto& modelNode : modelNodes)
+              {
+                // Try to use index first. If failed, try to use name
+                Property::Index propertyIndex = motionIndex.GetPropertyIndex(modelNode);
+                if(propertyIndex != Property::INVALID_INDEX)
+                {
+                  modelNode.SetProperty(propertyIndex, value);
+                }
+                else
+                {
+                  std::string    propertyName = motionIndex.GetPropertyName(modelNode);
+                  Dali::Property property(modelNode, propertyName);
+                  if(property.propertyIndex != Property::INVALID_INDEX)
+                  {
+                    modelNode.SetProperty(property.propertyIndex, value);
+                  }
+                }
+              }
+            }
+          }
+        }
+      }
+    }
+  }
+}
+
 ///////////////////////////////////////////////////////////
 //
 // Private methods
@@ -430,8 +766,39 @@ void Model::OnInitialize()
 
 void Model::OnSceneConnection(int depth)
 {
-  if(!mModelLoadTask && !mModelRoot)
+  Actor parent = Self().GetParent();
+  while(parent)
+  {
+    // If this Model has parent SceneView and the its ShaderManager is same with privious ShaderManager,
+    // this Model don't need to update shader.
+    Scene3D::SceneView sceneView = Scene3D::SceneView::DownCast(parent);
+    if(sceneView)
+    {
+      mParentSceneView = sceneView;
+      GetImpl(sceneView).RegisterSceneItem(this);
+      Scene3D::Loader::ShaderManagerPtr shaderManager = GetImpl(sceneView).GetShaderManager();
+      if(mShaderManager != shaderManager)
+      {
+        mShaderManager = shaderManager;
+        UpdateShaderRecursively(mModelRoot, mShaderManager);
+      }
+      break;
+    }
+    parent = parent.GetParent();
+  }
+
+  // Model can be added on Dali::Scene directly without SceneView.
+  // So, Model's mShaderManager and shaders of child ModelNodes are needed to be reset when this Model has not parent SceneView.
+  Scene3D::SceneView parentSceneView = mParentSceneView.GetHandle();
+  if(!parentSceneView)
   {
+    mShaderManager = new Dali::Scene3D::Loader::ShaderManager();
+    UpdateShaderRecursively(mModelRoot, mShaderManager);
+  }
+
+  if(!mModelLoadTask && !mModelResourceReady && !mModelUrl.empty())
+  {
+    // Request model load only if we setup url.
     if(ModelCacheManager::Get())
     {
       ModelCacheManager::Get().ReferenceModelCache(mModelUrl);
@@ -439,39 +806,44 @@ void Model::OnSceneConnection(int depth)
     mModelLoadTask = new ModelLoadTask(mModelUrl, mResourceDirectoryUrl, MakeCallback(this, &Model::OnModelLoadComplete));
     Dali::AsyncTaskManager::Get().AddTask(mModelLoadTask);
   }
+
   // If diffuse and specular url is not valid, IBL does not need to be loaded.
   if(!mDiffuseIblUrl.empty() && !mSpecularIblUrl.empty())
   {
     SetImageBasedLightSource(mDiffuseIblUrl, mSpecularIblUrl, mIblScaleFactor);
   }
 
-  Actor parent = Self().GetParent();
-  while(parent)
-  {
-    Scene3D::SceneView sceneView = Scene3D::SceneView::DownCast(parent);
-    if(sceneView)
-    {
-      GetImpl(sceneView).RegisterSceneItem(this);
-      mParentSceneView = sceneView;
-      break;
-    }
-    parent = parent.GetParent();
-  }
+  NotifyResourceReady();
 
+  mSizeNotification = Self().AddPropertyNotification(Actor::Property::SIZE, StepCondition(SIZE_STEP_CONDITION));
+  mSizeNotification.NotifySignal().Connect(this, &Model::OnSizeNotification);
   Control::OnSceneConnection(depth);
 }
 
 void Model::OnSceneDisconnection()
 {
+  // If mParentSceneView is still onScene, that means this model
+  // is disconnected from mParentSceneView's sub tree.
+  // So, Unregister this Model from SceneView.
   Scene3D::SceneView sceneView = mParentSceneView.GetHandle();
-  if(sceneView)
+  if(sceneView && sceneView.GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE))
   {
     GetImpl(sceneView).UnregisterSceneItem(this);
     mParentSceneView.Reset();
   }
+
+  mSizeNotification.NotifySignal().Disconnect(this, &Model::OnSizeNotification);
+  Self().RemovePropertyNotification(mSizeNotification);
+  mSizeNotification.Reset();
+
   Control::OnSceneDisconnection();
 }
 
+void Model::OnSizeSet(const Vector3& size)
+{
+  ScaleModel(false);
+}
+
 Vector3 Model::GetNaturalSize()
 {
   if(!mModelRoot)
@@ -500,7 +872,7 @@ float Model::GetWidthForHeight(float height)
 void Model::OnRelayout(const Vector2& size, RelayoutContainer& container)
 {
   Control::OnRelayout(size, container);
-  ScaleModel();
+  ScaleModel(false);
 }
 
 bool Model::IsResourceReady() const
@@ -508,7 +880,18 @@ bool Model::IsResourceReady() const
   return mModelResourceReady && mIblDiffuseResourceReady && mIblSpecularResourceReady;
 }
 
-void Model::ScaleModel()
+void Model::CreateModelRoot()
+{
+  mModelRoot = Scene3D::ModelNode::New();
+  mModelRoot.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
+  mModelRoot.SetProperty(Dali::Actor::Property::SCALE, Y_DIRECTION);
+  mModelRoot.SetProperty(Dali::Actor::Property::SENSITIVE, mModelChildrenSensitive);
+  mModelRoot.SetProperty(Dali::Actor::Property::KEYBOARD_FOCUSABLE, mModelChildrenFocusable);
+  mModelRoot.SetProperty(Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, mModelChildrenFocusable);
+  Self().Add(mModelRoot);
+}
+
+void Model::ScaleModel(bool useCurrentSize)
 {
   if(!mModelRoot)
   {
@@ -516,7 +899,7 @@ void Model::ScaleModel()
   }
 
   float   scale = 1.0f;
-  Vector3 size  = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
+  Vector3 size  = (useCurrentSize) ? Self().GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE) : Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
   if(size.x > 0.0f && size.y > 0.0f)
   {
     scale = MAXFLOAT;
@@ -539,18 +922,44 @@ void Model::FitModelPosition()
   mModelRoot.SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3::ONE - mModelPivot);
 }
 
-void Model::CollectRenderableActor(Actor actor)
+void Model::UpdateImageBasedLightTextureRecursively(Scene3D::ModelNode node, Dali::Texture diffuseTexture, Dali::Texture specularTexture, float iblScaleFactor, uint32_t specularMipmapLevels)
+{
+  if(!node)
+  {
+    return;
+  }
+
+  GetImplementation(node).SetImageBasedLightTexture(diffuseTexture, specularTexture, iblScaleFactor, specularMipmapLevels);
+  uint32_t childrenCount = node.GetChildCount();
+  for(uint32_t i = 0; i < childrenCount; ++i)
+  {
+    Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
+    if(!childNode)
+    {
+      continue;
+    }
+    UpdateImageBasedLightTextureRecursively(childNode, diffuseTexture, specularTexture, iblScaleFactor, specularMipmapLevels);
+  }
+}
+
+void Model::UpdateImageBasedLightScaleFactorRecursively(Scene3D::ModelNode node, float iblScaleFactor)
 {
-  uint32_t rendererCount = actor.GetRendererCount();
-  if(rendererCount)
+  if(!node)
   {
-    mRenderableActors.push_back(actor);
+    return;
   }
 
-  uint32_t childrenCount = actor.GetChildCount();
+  GetImplementation(node).SetImageBasedLightScaleFactor(iblScaleFactor);
+
+  uint32_t childrenCount = node.GetChildCount();
   for(uint32_t i = 0; i < childrenCount; ++i)
   {
-    CollectRenderableActor(actor.GetChildAt(i));
+    Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
+    if(!childNode)
+    {
+      continue;
+    }
+    UpdateImageBasedLightScaleFactorRecursively(childNode, iblScaleFactor);
   }
 }
 
@@ -569,57 +978,7 @@ void Model::UpdateImageBasedLightTexture()
     currentIblSpecularMipmapLevels = 1u;
   }
 
-  for(auto&& actor : mRenderableActors)
-  {
-    Actor renderableActor = actor.GetHandle();
-    if(!renderableActor)
-    {
-      continue;
-    }
-
-    uint32_t rendererCount = renderableActor.GetRendererCount();
-    for(uint32_t i = 0; i < rendererCount; ++i)
-    {
-      Dali::Renderer renderer = renderableActor.GetRendererAt(i);
-      if(!renderer)
-      {
-        continue;
-      }
-      Dali::TextureSet textures = renderer.GetTextures();
-      if(!textures)
-      {
-        continue;
-      }
-      uint32_t textureCount = textures.GetTextureCount();
-      // EnvMap requires at least 2 texture, diffuse and specular
-      if(textureCount > 2u &&
-         (textures.GetTexture(textureCount - OFFSET_FOR_DIFFUSE_CUBE_TEXTURE) != currentDiffuseTexture ||
-          textures.GetTexture(textureCount - OFFSET_FOR_SPECULAR_CUBE_TEXTURE) != currentSpecularTexture))
-      {
-        Dali::TextureSet newTextures = Dali::TextureSet::New();
-
-        for(uint32_t index = 0u; index < textureCount; ++index)
-        {
-          Dali::Texture texture = textures.GetTexture(index);
-          if(index == textureCount - OFFSET_FOR_DIFFUSE_CUBE_TEXTURE)
-          {
-            texture = currentDiffuseTexture;
-          }
-          else if(index == textureCount - OFFSET_FOR_SPECULAR_CUBE_TEXTURE)
-          {
-            texture = currentSpecularTexture;
-          }
-
-          newTextures.SetTexture(index, texture);
-          newTextures.SetSampler(index, textures.GetSampler(index));
-        }
-
-        renderer.SetTextures(newTextures);
-      }
-    }
-    renderableActor.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), currentIblScaleFactor);
-    renderableActor.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblMaxLodUniformName().data(), static_cast<float>(currentIblSpecularMipmapLevels));
-  }
+  UpdateImageBasedLightTextureRecursively(mModelRoot, currentDiffuseTexture, currentSpecularTexture, currentIblScaleFactor, currentIblSpecularMipmapLevels);
 }
 
 void Model::UpdateImageBasedLightScaleFactor()
@@ -631,14 +990,7 @@ void Model::UpdateImageBasedLightScaleFactor()
   }
 
   float currentIblScaleFactor = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
-  for(auto&& actor : mRenderableActors)
-  {
-    Actor renderableActor = actor.GetHandle();
-    if(renderableActor)
-    {
-      renderableActor.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), currentIblScaleFactor);
-    }
-  }
+  UpdateImageBasedLightScaleFactorRecursively(mModelRoot, currentIblScaleFactor);
 }
 
 void Model::ApplyCameraTransform(Dali::CameraActor camera) const
@@ -680,6 +1032,15 @@ void Model::ApplyCameraTransform(Dali::CameraActor camera) const
   camera.SetProperty(Actor::Property::SCALE, resultScale);
 }
 
+void Model::NotifyShadowMapTexture(Dali::Texture shadowMapTexture)
+{
+  if(mShadowMapTexture != shadowMapTexture)
+  {
+    mShadowMapTexture = shadowMapTexture;
+    UpdateShadowMapTextureRecursively(mModelRoot, mShadowMapTexture);
+  }
+}
+
 void Model::NotifyImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float scaleFactor, uint32_t specularMipmapLevels)
 {
   if(mSceneDiffuseTexture != diffuseTexture || mSceneSpecularTexture != specularTexture)
@@ -711,7 +1072,7 @@ void Model::OnModelLoadComplete()
   {
     ResetResourceTasks();
 
-    if(ModelCacheManager::Get())
+    if(ModelCacheManager::Get() && !mModelUrl.empty())
     {
       ModelCacheManager::Get().UnreferenceModelCache(mModelUrl);
     }
@@ -719,9 +1080,11 @@ void Model::OnModelLoadComplete()
     return;
   }
 
+  if(!mModelRoot)
+  {
+    CreateModelRoot();
+  }
   CreateModel();
-  mRenderableActors.clear();
-  CollectRenderableActor(mModelRoot);
 
   auto& resources = mModelLoadTask->GetResources();
   auto& scene     = mModelLoadTask->GetScene();
@@ -733,14 +1096,12 @@ void Model::OnModelLoadComplete()
     mDefaultSpecularTexture = resources.mEnvironmentMaps.front().second.mSpecular;
   }
 
+  if(mShadowMapTexture)
+  {
+    UpdateShadowMapTextureRecursively(mModelRoot, mShadowMapTexture);
+  }
   UpdateImageBasedLightTexture();
   UpdateImageBasedLightScaleFactor();
-
-  mModelRoot.SetProperty(Dali::Actor::Property::SENSITIVE, mModelChildrenSensitive);
-  mModelRoot.SetProperty(Dali::Actor::Property::KEYBOARD_FOCUSABLE, mModelChildrenFocusable);
-  mModelRoot.SetProperty(Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, mModelChildrenFocusable);
-
-  Self().Add(mModelRoot);
   Self().SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3(mModelPivot.x, 1.0f - mModelPivot.y, mModelPivot.z));
 
   mModelResourceReady = true;
@@ -777,6 +1138,11 @@ void Model::OnIblLoadComplete()
   NotifyResourceReady();
 }
 
+void Model::OnSizeNotification(Dali::PropertyNotification& source)
+{
+  ScaleModel(true);
+}
+
 void Model::ResetResourceTasks()
 {
   if(!Dali::Adaptor::IsAvailable())
@@ -804,39 +1170,38 @@ void Model::NotifyResourceReady()
   {
     return;
   }
-  Control::SetResourceReady(false);
+  Control::SetResourceReady();
 }
 
 void Model::CreateModel()
 {
-  mModelRoot = Actor::New();
-  mModelRoot.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
+  BoundingVolume                    AABB;
+  auto&                             resources       = mModelLoadTask->GetResources();
+  auto&                             scene           = mModelLoadTask->GetScene();
+  auto&                             resourceChoices = mModelLoadTask->GetResourceChoices();
+  Dali::Scene3D::Loader::Transforms xforms{Dali::Scene3D::Loader::MatrixStack{}, Dali::Scene3D::Loader::ViewProjection{}};
 
-  BoundingVolume                                      AABB;
-  auto&                                               resources        = mModelLoadTask->GetResources();
-  auto&                                               scene            = mModelLoadTask->GetScene();
-  auto&                                               resourceChoices  = mModelLoadTask->GetResourceChoices();
-  Dali::Scene3D::Loader::Transforms                   xforms{Dali::Scene3D::Loader::MatrixStack{}, Dali::Scene3D::Loader::ViewProjection{}};
-  Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{resources, xforms, {}, {}, {}};
+  Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{resources, xforms, mShaderManager, {}, {}, {}};
 
   // Generate Dali handles from resource bundle. Note that we generate all scene's resouce immediatly.
   resources.GenerateResources();
   for(auto iRoot : scene.GetRoots())
   {
-    if(auto actor = scene.CreateNodes(iRoot, resourceChoices, nodeParams))
+    if(auto modelNode = scene.CreateNodes(iRoot, resourceChoices, nodeParams))
     {
-      scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
-      scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
-      ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
+      scene.ConfigureSkinningShaders(resources, modelNode, std::move(nodeParams.mSkinnables));
+      ConfigureBlendShapeShaders(resources, scene, modelNode, std::move(nodeParams.mBlendshapeRequests));
 
-      scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
+      scene.ApplyConstraints(modelNode, std::move(nodeParams.mConstrainables));
 
-      mModelRoot.Add(actor);
+      mModelRoot.Add(modelNode);
     }
 
     AddModelTreeToAABB(AABB, scene, resourceChoices, iRoot, nodeParams, Matrix::IDENTITY);
   }
 
+  UpdateBlendShapeNodeMap();
+
   mNaturalSize = AABB.CalculateSize();
   mModelPivot  = AABB.CalculatePivot();
   mModelRoot.SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
@@ -846,7 +1211,7 @@ void Model::CreateModel()
     Self().SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
   }
   FitModelPosition();
-  ScaleModel();
+  ScaleModel(false);
 }
 
 void Model::CreateAnimations(Dali::Scene3D::Loader::SceneDefinition& scene)
@@ -854,8 +1219,7 @@ void Model::CreateAnimations(Dali::Scene3D::Loader::SceneDefinition& scene)
   mAnimations.clear();
   if(!mModelLoadTask->GetAnimations().empty())
   {
-    auto getActor = [&](const Scene3D::Loader::AnimatedProperty& property)
-    {
+    auto getActor = [&](const Scene3D::Loader::AnimatedProperty& property) {
       if(property.mNodeIndex == Scene3D::Loader::INVALID_INDEX)
       {
         return mModelRoot.FindChildByName(property.mNodeName);
@@ -871,7 +1235,7 @@ void Model::CreateAnimations(Dali::Scene3D::Loader::SceneDefinition& scene)
     for(auto&& animation : mModelLoadTask->GetAnimations())
     {
       Dali::Animation anim = animation.ReAnimate(getActor);
-      mAnimations.push_back({animation.mName, anim});
+      mAnimations.push_back({animation.GetName(), anim});
     }
   }
 }
@@ -886,6 +1250,14 @@ void Model::ResetCameraParameters()
   }
 }
 
+void Model::UpdateBlendShapeNodeMap()
+{
+  // Remove privous node map
+  mBlendShapeModelNodeMap.clear();
+
+  UpdateBlendShapeNodeMapRecursively(mBlendShapeModelNodeMap, mModelRoot);
+}
+
 } // namespace Internal
 } // namespace Scene3D
 } // namespace Dali