{
mMesh[i] = Mesh::New( meshData );
mMeshActor[i] = MeshActor::New( mMesh[i] );
- mMeshActor[i].SetAffectedByLighting( false );
mMeshActor[i].SetParentOrigin(ParentOrigin::TOP_LEFT);
mEffect[i] = BubbleEffect::New( mNumBubblePerShader );
mEffect[i].SetEffectImage( mEffectImage );
MeshData meshDataForNoise;
ConstructBubbleMesh( meshDataForNoise, mNumBubblePerShader);
mMeshActorForNoise = MeshActor::New( Mesh::New(meshDataForNoise) );
- mMeshActorForNoise.SetAffectedByLighting( false );
mMeshActorForNoise.SetParentOrigin(ParentOrigin::TOP_LEFT);
mEffectForNoise = BubbleEffect::New( mNumBubblePerShader );
mEffectForNoise.SetMovementArea( mMovementArea );
}
meshActor = Dali::MeshActor::New(mesh);
- meshActor.SetAffectedByLighting(false);
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( "", MESH_FRAGMENT_SHADER,
GEOMETRY_TYPE_UNTEXTURED_MESH,
{
mHighlightMeshActor = MeshActor::New( mTextHighlight.CreateHighLightMesh() );
mHighlightMeshActor.SetName( "HighlightMeshActor" );
- mHighlightMeshActor.SetAffectedByLighting(false);
parent.Add( mHighlightMeshActor );
}
}
} // namespace Toolkit
} // namespace Dali
-
mHighlightMeshActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
mHighlightMeshActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
mHighlightMeshActor.SetPosition( 0.0f, 0.0f, DISPLAYED_HIGHLIGHT_Z_OFFSET );
- mHighlightMeshActor.SetAffectedByLighting(false);
Self().Add(mHighlightMeshActor);
}
// Create Mesh Actor
MeshActor meshActor = MeshActor::New( CreateMesh() );
- meshActor.SetAffectedByLighting( false );
SetupBackgroundActor( meshActor, Actor::SCALE, color );
// Set the background actor before adding so that we do not inform deriving classes
// @todo a version of MeshActor::New( AnimatableMesh )
// @todo SetMaterial
// @todo GetMaterial
- // SetAffectedByLighting should be a property really
- { "SetAffectedByLighting", MeshActorApi::SetAffectedByLighting, MESH_ACTOR_API },
- { "IsAffectedByLighting", MeshActorApi::IsAffectedByLighting, MESH_ACTOR_API },
// @todo BindBonesToMesh
/**************************************
{
return MeshActor::New();
}
-/**
- *
- * @for MeshActor
- * @method SetAffectedByLighting
- * @param {Boolean} true = yes affected by lighting
- */
-void MeshActorApi::SetAffectedByLighting( const v8::FunctionCallbackInfo< v8::Value >& args )
-{
- v8::Isolate* isolate = args.GetIsolate();
- v8::HandleScope handleScope( isolate );
- MeshActor actor = GetMeshActor( isolate, args );
-
- bool parameterFound( false );
- bool afftedByLight = V8Utils::GetBooleanParameter( PARAMETER_0, parameterFound, isolate, args );
- if( !parameterFound )
- {
- DALI_SCRIPT_EXCEPTION( isolate, "bad parameter");
- return;
- }
- actor.SetAffectedByLighting( afftedByLight );
-}
-/**
- *
- * @for MeshActor
- * @method IsAffectedByLighting
- * @return {Boolean} true = yes affected by lighting
- */
-void MeshActorApi::IsAffectedByLighting( const v8::FunctionCallbackInfo< v8::Value >& args )
-{
- v8::Isolate* isolate = args.GetIsolate();
- v8::HandleScope handleScope( isolate );
- MeshActor actor = GetMeshActor( isolate, args );
-
- args.GetReturnValue().Set( v8::Boolean::New( isolate, actor.IsAffectedByLighting() ) );
-
-}
-
} // namespace V8Plugin
* constructor
*/
Actor New( const v8::FunctionCallbackInfo< v8::Value >& args );
-
- /**
- * Mesh actor API
- */
- void SetAffectedByLighting( const v8::FunctionCallbackInfo< v8::Value >& args );
- void IsAffectedByLighting( const v8::FunctionCallbackInfo< v8::Value >& args );
-
-
-
}; // namespace MeshActorApi
} // namespace V8Plugin