#define DALI_TOOLKIT_SCENE3D_VIEW_H\r
\r
/*\r
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.\r
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.\r
*\r
* Licensed under the Apache License, Version 2.0 (the "License");\r
* you may not use this file except in compliance with the License.\r
\r
namespace Dali\r
{\r
-\r
namespace Toolkit\r
{\r
-\r
namespace Internal DALI_INTERNAL\r
{\r
-\r
/**\r
* Scene3dView implementation class\r
*/\r
class Scene3dView;\r
\r
-}\r
+} // namespace DALI_INTERNAL\r
\r
/**\r
*\r
class DALI_TOOLKIT_API Scene3dView : public Control\r
{\r
public:\r
-\r
enum LightType\r
{\r
// Scene doesn't use both of point and directional light\r
/**\r
* @brief Copy constructor. Creates another handle that points to the same real object\r
*/\r
- Scene3dView( const Scene3dView& handle );\r
+ Scene3dView(const Scene3dView& handle);\r
\r
/**\r
* @brief Assignment operator. Changes this handle to point to another real object\r
*/\r
- Scene3dView& operator=( const Scene3dView& handle );\r
+ Scene3dView& operator=(const Scene3dView& handle);\r
\r
/**\r
* @brief Destructor\r
* @param[in] handle Handle to an object\r
* @return handle to a Scene3dView or an uninitialized handle\r
*/\r
- static Scene3dView DownCast( BaseHandle handle );\r
+ static Scene3dView DownCast(BaseHandle handle);\r
\r
/**\r
* @brief Create an initialized Scene3dView.\r
* @param[in] filePath File path of scene format file (e.g., glTF).\r
* @return A handle to a newly allocated Dali resource\r
*/\r
- static Scene3dView New( const std::string& filePath );\r
+ static Scene3dView New(const std::string& filePath);\r
\r
/**\r
* @brief Create an initialized Scene3dView.\r
* @param[in] scaleFactor Scaling factor for the Image Based Lighting.\r
* @return A handle to a newly allocated Dali resource\r
*/\r
- static Scene3dView New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 scaleFactor );\r
+ static Scene3dView New(const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 scaleFactor);\r
\r
/**\r
* @brief Get animation count.\r
* @param[in] index Animation index\r
* @return true if animation is played.\r
*/\r
- bool PlayAnimation( uint32_t index );\r
+ bool PlayAnimation(uint32_t index);\r
\r
/**\r
* @brief Play all animations.\r
* @param[in] lightColor Vector3 value that denotes the light color of point light or directional light. Since this is the light color, we don't need to use alpha value.\r
* @return true if point light or directional light is set.\r
*/\r
- bool SetLight( LightType type, Vector3 lightVector, Vector3 lightColor );\r
+ bool SetLight(LightType type, Vector3 lightVector, Vector3 lightColor);\r
\r
/**\r
* @brief Get default CameraActor. Dali::Camera::Type = Dali::Camera::LOOK_AT_TARGET , near clipping plane = 0.1, and camera position = Vector3( 0.0, 0.0, 0.0 ).\r
* @param[in] cameraIndex Index of CameraActor list.\r
* @return CameraActor.\r
*/\r
- CameraActor GetCamera( uint32_t cameraIndex );\r
+ CameraActor GetCamera(uint32_t cameraIndex);\r
\r
// Not intended for developer use\r
public:\r
-\r
/**\r
* @brief Creates a handle using the Toolkit::Internal implementation.\r
* @param[in] implementation The UI Control implementation.\r
*/\r
- DALI_INTERNAL Scene3dView( Toolkit::Internal::Scene3dView& implementation );\r
+ DALI_INTERNAL Scene3dView(Toolkit::Internal::Scene3dView& implementation);\r
\r
- explicit DALI_INTERNAL Scene3dView( Dali::Internal::CustomActor* internal );\r
+ explicit DALI_INTERNAL Scene3dView(Dali::Internal::CustomActor* internal);\r
};\r
\r
} // namespace Toolkit\r