// CLASS HEADER
#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
-// INTERNAL INCLUDES
-#include <dali/public-api/actors/mesh-actor.h>
-#include <dali/public-api/geometry/animatable-mesh.h>
+// EXTERNAL INCLUDES
+#include <math.h>
+#include <dali/devel-api/actors/mesh-actor.h>
#include <dali/public-api/animation/constraint.h>
+#include <dali/devel-api/geometry/animatable-mesh.h>
#include <dali/public-api/shader-effects/shader-effect.h>
#include <dali/public-api/math/vector3.h>
-// EXTERNAL INCLUDES
-#include <math.h>
-
namespace Dali
{
{
}
- Vector3 operator()( const Vector3& current, const PropertyInput& bounceCoef )
+ void operator()( Vector3& current, const PropertyInputContainer& inputs )
{
- float positionY = mInitialY + mRange * fabsf(bounceCoef.GetFloat());
- return Vector3( current.x, positionY, current.z );
+ current.y = mInitialY + mRange * fabsf( inputs[0]->GetFloat() );
}
float mInitialY;
}
meshActor = Dali::MeshActor::New(mesh);
- meshActor.SetAffectedByLighting(false);
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( "", MESH_FRAGMENT_SHADER,
GEOMETRY_TYPE_UNTEXTURED_MESH,
for( size_t i=0;i<NUM_LAYERS;i++ )
{
size_t j=i*4;
- mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+2, AnimatableVertex::POSITION ),
- Source(meshActor, bouncePropertyIndex),
- VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
- mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+3, AnimatableVertex::POSITION),
- Source(meshActor, bouncePropertyIndex),
- VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
+ Constraint constraint = Constraint::New<Vector3>( mesh, mesh.GetPropertyIndex(j+2, AnimatableVertex::Property::POSITION ), VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) );
+ constraint.AddSource( Source(meshActor, bouncePropertyIndex) );
+ constraint.Apply();
+
+ constraint = Constraint::New<Vector3>( mesh, mesh.GetPropertyIndex(j+3, AnimatableVertex::Property::POSITION), VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) );
+ constraint.AddSource( Source(meshActor, bouncePropertyIndex) );
+ constraint.Apply();
}
return meshActor;