stage.GetRenderTaskList().GetTask(0).SetClearEnabled(false);
mLayer3D = Layer::New();
- mLayer3D.SetSize( stageWidth, stageHeight );
+ mLayer3D.SetProperty( Actor::Property::SIZE, Vector2( stageWidth, stageHeight ) );
stage.Add(mLayer3D);
- mLayer3D.SetAnchorPoint( AnchorPoint::CENTER );
- mLayer3D.SetParentOrigin( ParentOrigin::CENTER );
- mLayer3D.SetBehavior( Layer::LAYER_3D );
- mLayer3D.SetDepthTestDisabled( false );
+ mLayer3D.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ mLayer3D.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mLayer3D.SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_3D );
+ mLayer3D.SetProperty( Layer::Property::DEPTH_TEST, true );
auto gltf = glTF(DEMO_GAME_DIR "/reflection");
Actor panScreen = Actor::New();
auto stageSize = stage.GetSize();
- panScreen.SetSize( stageSize.width, stageSize.height );
- panScreen.SetAnchorPoint( AnchorPoint::CENTER );
- panScreen.SetParentOrigin( ParentOrigin::CENTER );
+ panScreen.SetProperty( Actor::Property::SIZE, Vector2( stageSize.width, stageSize.height ) );
+ panScreen.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ panScreen.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
auto camera2d = stage.GetRenderTaskList().GetTask(0).GetCameraActor();
- panScreen.SetPosition( 0, 0, camera2d.GetNearClippingPlane() );
+ panScreen.SetProperty( Actor::Property::POSITION, Vector3( 0, 0, camera2d.GetNearClippingPlane() ));
camera2d.Add(panScreen);
camera2d.RotateBy( Degree(180.0f), Vector3( 0.0, 1.0, 0.0 ) );
mPanGestureDetector = PanGestureDetector::New();
{
auto actor = node.cameraId != 0xffffffff ? CameraActor::New( stage.GetSize() ) : Actor::New();
- actor.SetSize( 1, 1, 1 );
- actor.SetName( node.name );
- actor.SetAnchorPoint( AnchorPoint::CENTER );
- actor.SetParentOrigin( ParentOrigin::CENTER );
- actor.SetPosition( node.translation[0], node.translation[1], node.translation[2] );
- actor.SetScale( node.scale[0], node.scale[1], node.scale[2] );
- actor.SetOrientation( Quaternion(node.rotationQuaternion[3],
+ actor.SetProperty( Actor::Property::SIZE, Vector3( 1, 1, 1 ) );
+ actor.SetProperty( Dali::Actor::Property::NAME, node.name );
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ actor.SetProperty( Actor::Property::POSITION, Vector3( node.translation[0], node.translation[1], node.translation[2] ));
+ actor.SetProperty( Actor::Property::SCALE, Vector3( node.scale[0], node.scale[1], node.scale[2] ) );
+ actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(node.rotationQuaternion[3],
node.rotationQuaternion[0],
node.rotationQuaternion[1],
node.rotationQuaternion[2]));
mCameraPos = Vector3(node.translation[0], node.translation[1], node.translation[2]);
auto quatY = Quaternion( Degree(180.0f), Vector3( 0.0, 1.0, 0.0) );
auto cameraActor = CameraActor::DownCast( actor );
- cameraActor.SetOrientation( Quaternion(node.rotationQuaternion[3],
+ cameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(node.rotationQuaternion[3],
node.rotationQuaternion[0],
node.rotationQuaternion[1],
node.rotationQuaternion[2] )
cameraActor.SetFieldOfView( camera->yfov );
cameraActor.SetProperty( CameraActor::Property::INVERT_Y_AXIS, true);
- cameraActor.SetAnchorPoint( AnchorPoint::CENTER );
- cameraActor.SetParentOrigin( ParentOrigin::CENTER );
+ cameraActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ cameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mCameras.emplace_back( cameraActor );
}
auto sun = root.FindChildByName( "sun" );
sun.SetProperty( mSunTimeUniformIndex, mMockTime );
sun.SetProperty( mSunKFactorUniformIndex, mKFactor );
- sun.SetOrientation( Quaternion( Radian(Degree(rotationAngle)), Vector3(0.0, 1.0, 0.0)));
+ sun.SetProperty( Actor::Property::ORIENTATION, Quaternion( Radian(Degree(rotationAngle)), Vector3(0.0, 1.0, 0.0)));
return true;
}
private:
+
Application& mApplication;
- Layer mLayer3D;
+ Layer mLayer3D{};
- std::vector<Actor> mActors;
- std::vector<CameraActor> mCameras;
- std::vector<std::unique_ptr<Model>> mModels;
- std::vector<TextureSet> mTextureSets;
+ std::vector<Actor> mActors {};
+ std::vector<CameraActor> mCameras {};
+ std::vector<std::unique_ptr<Model>> mModels {};
+ std::vector<TextureSet> mTextureSets {};
- Animation mAnimation;
- float mMockTime = 0.0f;
- float mKFactor = 0.0f;
- Property::Index mSunTimeUniformIndex;
- Property::Index mSunKFactorUniformIndex;
- PanGestureDetector mPanGestureDetector;
+ Animation mAnimation {};
+ float mMockTime { 0.0f };
+ float mKFactor { 0.0f };
+ Property::Index mSunTimeUniformIndex {};
+ Property::Index mSunKFactorUniformIndex {};
+ PanGestureDetector mPanGestureDetector {};
- Vector3 mCameraPos;
- Vector3 mLightDir;
- Timer mTickTimer;
+ Vector3 mCameraPos { Vector3::ZERO };
+ Vector3 mLightDir { Vector3::ZERO };
+ Timer mTickTimer {};
- CameraActor mCamera3D;
- CameraActor mReflectionCamera3D;
- Actor mCenterActor;
- Actor mCenterHorizActor;
+ CameraActor mCamera3D {};
+ CameraActor mReflectionCamera3D {};
+ Actor mCenterActor {};
+ Actor mCenterHorizActor {};
};
int DALI_EXPORT_API main( int argc, char **argv )