- CastShadow can be used to make an object cast shadow or not.
- ReceiveShadow can be used to make an object be not drawn any shadow on its surface.
- Model and ModelNode have the methods.
- If Model's method is called, it is inherited to its current child ModelNode.
- If ModelNode's method is called, it is only affects the ModelNode itself.
- The ModelNode's property changes do not affect its parent Model's property.
Signed-off-by: huiyu.eun <huiyu.eun@samsung.com>
[global::System.Runtime.InteropServices.DllImport(Libraries.Scene3D, EntryPoint = "CSharp_Dali_Model_LoadFacialAnimation_2")]
public static extern global::System.IntPtr LoadBlendShapeAnimationFromBuffer(global::System.Runtime.InteropServices.HandleRef model, string jsonBuffer, int jsonBufferLength);
+ [global::System.Runtime.InteropServices.DllImport(Libraries.Scene3D, EntryPoint = "CSharp_Dali_Model_CastShadow")]
+ public static extern void CastShadow(global::System.Runtime.InteropServices.HandleRef model, bool castShadow);
+
+ [global::System.Runtime.InteropServices.DllImport(Libraries.Scene3D, EntryPoint = "CSharp_Dali_Model_IsShadowCasting")]
+ [return: global::System.Runtime.InteropServices.MarshalAs(global::System.Runtime.InteropServices.UnmanagedType.U1)]
+ public static extern bool IsShadowCasting(global::System.Runtime.InteropServices.HandleRef model);
+
+ [global::System.Runtime.InteropServices.DllImport(Libraries.Scene3D, EntryPoint = "CSharp_Dali_Model_ReceiveShadow")]
+ public static extern void ReceiveShadow(global::System.Runtime.InteropServices.HandleRef model, bool receiveShadow);
+
+ [global::System.Runtime.InteropServices.DllImport(Libraries.Scene3D, EntryPoint = "CSharp_Dali_Model_IsShadowReceiving")]
+ [return: global::System.Runtime.InteropServices.MarshalAs(global::System.Runtime.InteropServices.UnmanagedType.U1)]
+ public static extern bool IsShadowReceiving(global::System.Runtime.InteropServices.HandleRef model);
+
+
// Signals
[global::System.Runtime.InteropServices.DllImport(Libraries.Scene3D, EntryPoint = "CSharp_Dali_Model_MeshHitSignal_Connect")]
public static extern void MeshHitSignalConnect(global::System.Runtime.InteropServices.HandleRef model, global::System.Runtime.InteropServices.HandleRef handler);
[global::System.Runtime.InteropServices.DllImport(Libraries.Scene3D, EntryPoint = "CSharp_Dali_ModelNode_SetColliderMesh")]
public static extern global::System.IntPtr SetColliderMesh(global::System.Runtime.InteropServices.HandleRef modelNode,
Vec3[] vPtr,
- Vec3[] nPtr, int vLength, int[] iPtr, int iLength);
+ Vec3[] nPtr, int vLength, int[] iPtr, int iLength);
+
+ [global::System.Runtime.InteropServices.DllImport(Libraries.Scene3D, EntryPoint = "CSharp_Dali_ModelNode_CastShadow")]
+ public static extern void CastShadow(global::System.Runtime.InteropServices.HandleRef model, bool castShadow);
+
+ [global::System.Runtime.InteropServices.DllImport(Libraries.Scene3D, EntryPoint = "CSharp_Dali_ModelNode_IsShadowCasting")]
+ [return: global::System.Runtime.InteropServices.MarshalAs(global::System.Runtime.InteropServices.UnmanagedType.U1)]
+ public static extern bool IsShadowCasting(global::System.Runtime.InteropServices.HandleRef model);
+
+ [global::System.Runtime.InteropServices.DllImport(Libraries.Scene3D, EntryPoint = "CSharp_Dali_ModelNode_ReceiveShadow")]
+ public static extern void ReceiveShadow(global::System.Runtime.InteropServices.HandleRef model, bool receiveShadow);
+
+ [global::System.Runtime.InteropServices.DllImport(Libraries.Scene3D, EntryPoint = "CSharp_Dali_ModelNode_IsShadowReceiving")]
+ [return: global::System.Runtime.InteropServices.MarshalAs(global::System.Runtime.InteropServices.UnmanagedType.U1)]
+ public static extern bool IsShadowReceiving(global::System.Runtime.InteropServices.HandleRef model);
}
}
}
}
/// <summary>
+ /// Sets whether this Model casts shadow or not.
+ /// If it is true, this model is drawn on Shadow Map.
+ /// Note: This method affects all of the child ModelNode.
+ /// However, same property of each child ModelNode can be changed respectively and it not changes parent's property.
+ /// </summary>
+ /// <param name="castShadow">Whether this Model casts shadow or not.</param>
+ // This will be public opened after ACR done. (Before ACR, need to be hidden as Inhouse API)
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public void CastShadow(bool castShadow)
+ {
+ Interop.Model.CastShadow(SwigCPtr, castShadow);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ }
+
+ /// <summary>
+ /// Retrieves whether the Model casts shadow or not for Light.
+ /// Note: IBL does not cast any shadow.
+ /// </summary>
+ /// <returns>True if this model casts shadow.</returns>
+ // This will be public opened after ACR done. (Before ACR, need to be hidden as Inhouse API)
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public bool IsShadowCasting()
+ {
+ var isShadowCasting = Interop.Model.IsShadowCasting(SwigCPtr);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ return isShadowCasting;
+ }
+
+ /// <summary>
+ /// Sets whether this Model receives shadow or not.
+ /// If it is true, shadows are drawn on this model.
+ /// Note: This method affects all of the child ModelNode.
+ /// However, same property of each child ModelNode can be changed respectively and it not changes parent's property.
+ /// </summary>
+ /// <param name="receiveShadow">Whether this Model receives shadow or not.</param>
+ // This will be public opened after ACR done. (Before ACR, need to be hidden as Inhouse API)
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public void ReceiveShadow(bool receiveShadow)
+ {
+ Interop.Model.ReceiveShadow(SwigCPtr, receiveShadow);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ }
+
+ /// <summary>
+ /// Retrieves whether the Model receives shadow or not for Light
+ /// If it is true, this model is drawn on Shadow Map.
+ /// </summary>
+ /// <returns>True if this model receives shadow.</returns>
+ // This will be public opened after ACR done. (Before ACR, need to be hidden as Inhouse API)
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public bool IsShadowReceiving()
+ {
+ var isShadowReceiving = Interop.Model.IsShadowReceiving(SwigCPtr);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ return isShadowReceiving;
+ }
+
+ /// <summary>
/// Retrieves model root Actor.
/// </summary>
/// <returns>Root View of the model.</returns>
}
/// <summary>
+ /// Sets whether this Model casts shadow or not.
+ /// If it is true, this model is drawn on Shadow Map.
+ /// Note: This method affects all of the child ModelNode.
+ /// However, same property of each child ModelNode can be changed respectively and it not changes parent's property.
+ /// </summary>
+ /// <param name="castShadow">Whether this Model casts shadow or not.</param>
+ // This will be public opened after ACR done. (Before ACR, need to be hidden as Inhouse API)
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public void CastShadow(bool castShadow)
+ {
+ Interop.ModelNode.CastShadow(SwigCPtr, castShadow);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ }
+
+ /// <summary>
+ /// Retrieves whether the Model casts shadow or not for Light.
+ /// Note: IBL does not cast any shadow.
+ /// </summary>
+ /// <returns>True if this model casts shadow.</returns>
+ // This will be public opened after ACR done. (Before ACR, need to be hidden as Inhouse API)
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public bool IsShadowCasting()
+ {
+ var isShadowCasting = Interop.ModelNode.IsShadowCasting(SwigCPtr);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ return isShadowCasting;
+ }
+
+ /// <summary>
+ /// Sets whether this Model receives shadow or not.
+ /// If it is true, shadows are drawn on this model.
+ /// Note: This method affects all of the child ModelNode.
+ /// However, same property of each child ModelNode can be changed respectively and it not changes parent's property.
+ /// </summary>
+ /// <param name="receiveShadow">Whether this Model receives shadow or not.</param>
+ // This will be public opened after ACR done. (Before ACR, need to be hidden as Inhouse API)
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public void ReceiveShadow(bool receiveShadow)
+ {
+ Interop.ModelNode.ReceiveShadow(SwigCPtr, receiveShadow);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ }
+
+ /// <summary>
+ /// Retrieves whether the Model receives shadow or not for Light
+ /// If it is true, this model is drawn on Shadow Map.
+ /// </summary>
+ /// <returns>True if this model receives shadow.</returns>
+ // This will be public opened after ACR done. (Before ACR, need to be hidden as Inhouse API)
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public bool IsShadowReceiving()
+ {
+ var isShadowReceiving = Interop.ModelNode.IsShadowReceiving(SwigCPtr);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ return isShadowReceiving;
+ }
+
+ /// <summary>
/// Gets the number of ModelPrimitive objects in the ModelNode object.
/// </summary>
/// <returns>The number of ModelPrimitive objects in the ModelNode object.</returns>