// position, instead parent the shadow plane drawable on the shadow plane passed in.
mShadowPlaneBg.Add( mShadowPlane );
mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
- mShadowPlane.SetZ( 1.0f );
+ mShadowPlane.SetProperty( Actor::Property::POSITION_Z, 1.0f );
ConstrainCamera();
void ShadowView::Activate()
{
- DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Activate()\n" );
+ DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Activate()\n" );
// make sure resources are allocated and start the render tasks processing
CreateRenderTasks();
void ShadowView::Deactivate()
{
- DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Deactivate()\n" )
+ DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Deactivate()\n" )
// stop render tasks processing
// Note: render target resources are automatically freed since we set the Image::Unused flag
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
mCameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(Radian(Degree(180)), Vector3::YAXIS) );
- mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
+ mCameraActor.SetProperty( Actor::Property::POSITION, DEFAULT_LIGHT_POSITION );
// Create render targets needed for rendering from light's point of view
mSceneFromLightRenderTarget = FrameBuffer::New( stageSize.width, stageSize.height, FrameBuffer::Attachment::NONE );