/*
- * Copyright (c) 2020 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.
#include <map>
-#include "gltf-scene.h"
-#include "generated/reflection-vert.h"
#include "generated/reflection-frag.h"
-#include "generated/reflection-simple-frag.h"
-#include "generated/reflection-textured-frag.h"
#include "generated/reflection-plasma-frag.h"
+#include "generated/reflection-simple-frag.h"
#include "generated/reflection-tex-frag.h"
+#include "generated/reflection-textured-frag.h"
+#include "generated/reflection-vert.h"
+#include "gltf-scene.h"
using namespace Dali;
namespace
{
-
struct Model
{
Shader shader;
void OnPan(Actor actor, const PanGesture& panGesture)
{
Vector2 displacement = panGesture.GetScreenDisplacement();
- Vector2 rotation{
- displacement.y * -0.1f,
- displacement.x * 0.1f
- };
+ Vector2 rotation{displacement.y * -0.1f, displacement.x * 0.1f};
Quaternion q(Degree(0.f), Degree(rotation.y), Degree(rotation.x));
Quaternion q0 = mCenterActor.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>();