#define DALI_TOOLKIT_INTERNAL_MESH_VISUAL_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*/
// EXTERNAL INCLUDES
-#include <fstream>
-#include <string.h>
#include <dali/public-api/common/intrusive-ptr.h>
+#include <string.h>
+#include <fstream>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/mesh-visual-properties.h>
-#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/controls/model3d-view/obj-loader.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
+#include <dali-toolkit/public-api/visuals/mesh-visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
class MeshVisual;
-typedef IntrusivePtr< MeshVisual > MeshVisualPtr;
+typedef IntrusivePtr<MeshVisual> MeshVisualPtr;
/**
* The visual which renders a 3D object to the control's quad
* | useSoftNormals | BOOLEAN | If true, average normals at points for smooth textures. Default true. |
* | lightPosition | VECTOR3 | The position (on stage) of the light |
*/
-class MeshVisual: public Visual::Base
+class MeshVisual : public Visual::Base
{
public:
-
/**
* @brief Create a new mesh visual.
*
* @param[in] properties A Property::Map containing settings for this visual
* @return A smart-pointer to the newly allocated visual.
*/
- static MeshVisualPtr New( VisualFactoryCache& factoryCache, const Property::Map& properties );
-
-public: // from Visual
+ static MeshVisualPtr New(VisualFactoryCache& factoryCache, const Property::Map& properties);
+public: // from Visual
/**
* @copydoc Visual::Base::CreatePropertyMap
*/
- virtual void DoCreatePropertyMap( Property::Map& map ) const;
+ void DoCreatePropertyMap(Property::Map& map) const override;
-protected:
+ /**
+ * @copydoc Visual::Base::CreateInstancePropertyMap
+ */
+ void DoCreateInstancePropertyMap(Property::Map& map) const override;
+protected:
/**
* @brief Constructor.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
*/
- MeshVisual( VisualFactoryCache& factoryCache );
+ MeshVisual(VisualFactoryCache& factoryCache);
/**
* @brief A reference counted object may only be deleted by calling Unreference().
virtual ~MeshVisual();
/**
- * @copydoc Visual::Base::DoSetProperties
+ * @copydoc Visual::Base::OnInitialize
*/
- virtual void DoSetProperties( const Property::Map& propertyMap );
+ void OnInitialize() override;
/**
- * @copydoc Visual::Base::OnSetTransform
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void OnSetTransform();
+ void DoSetProperties(const Property::Map& propertyMap) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
- */
- virtual void DoSetOnStage( Actor& actor );
-
-public:
-
- /**
- * Declare whether a texture map should be used for the object, if it's present. Defaults to true.
- * @param[in] useTexture boolean declaration.
+ * @copydoc Visual::Base::OnSetTransform
*/
- void SetUseTexture( bool useTexture );
+ void OnSetTransform() override;
/**
- * Declare whether a normal map should be used for the object, if it's present. Defaults to true.
- * @param[in] useNormalMap boolean declaration.
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void SetUseNormalMap( bool useNormalMap );
+ void DoSetOnScene(Actor& actor) override;
private:
-
/**
* @brief Provide an empty geometry for the visual to use.
* @details For use in error cases where the initialisation has failed for varying reasons.
void SupplyEmptyGeometry();
/**
- * @brief Initialize the visual with the geometry and shader from the cache, if not available, create and save to the cache for sharing.
- */
- void InitializeRenderer();
-
- /**
* @brief Create a shader for the object to use.
*/
void CreateShader();
*/
bool LoadTextures();
-private:
+ /**
+ * Helper method to set individual values by index key.
+ * @param[in] index The index key of the value
+ * @param[in] value The value
+ */
+ void DoSetProperty(Property::Index index, const Property::Value& value);
+private:
// Undefined
- MeshVisual( const MeshVisual& meshVisual );
+ MeshVisual(const MeshVisual& meshVisual);
// Undefined
- MeshVisual& operator=( const MeshVisual& meshVisual );
+ MeshVisual& operator=(const MeshVisual& meshVisual);
private:
-
std::string mObjectUrl;
std::string mMaterialUrl;
std::string mGlossTextureUrl;
std::string mTexturesPath;
- Shader mShader;
- Geometry mGeometry;
+ Shader mShader;
+ Geometry mGeometry;
TextureSet mTextureSet;
ObjLoader mObjLoader;
- Vector3 mSceneCenter;
- Vector3 mSceneSize;
+ Vector3 mSceneCenter;
+ Vector3 mSceneSize;
- Vector3 mLightPosition;
+ Vector3 mLightPosition;
Toolkit::MeshVisual::ShadingMode::Value mShadingMode;
bool mUseTexture;