--- /dev/null
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// CLASS HEADER
+#include <dali/internal/update/modeling/scene-graph-animatable-mesh.h>
+
+// INTERNAL INCLUDES
+#include <dali/internal/update/common/property-owner.h>
+#include <dali/internal/update/resources/resource-manager.h>
+#include <dali/internal/update/modeling/scene-graph-mesh.h>
+
+namespace Dali
+{
+
+namespace Internal
+{
+
+namespace SceneGraph
+{
+
+AnimatableMesh::AnimatableMesh( ResourceManager& resourceManager,
+ ResourceId meshId,
+ const MeshData::VertexContainer& vertices )
+: mResourceManager(resourceManager),
+ mMeshId(meshId)
+{
+ mNumVertices = vertices.size();
+
+ // Allocate a single block of memory for all properties
+ // (Can't use std::vector, as AnimatableProperties is a non-copyable type).
+ mVertices = static_cast<VertexProperties*>( operator new [] (sizeof(VertexProperties) * mNumVertices) );
+
+ for(unsigned int i=0; i<mNumVertices; i++)
+ {
+ // Use placement new to instantiate the vertex properties
+ new ( &mVertices[i] ) VertexProperties( vertices[i] );
+ }
+}
+
+AnimatableMesh::~AnimatableMesh()
+{
+ for(unsigned int i=0; i<mNumVertices; i++)
+ {
+ // Used placement new to instantiate these objects, so have to directly call destructors
+ mVertices[i].~VertexProperties();
+ }
+ operator delete [] (mVertices);
+}
+
+void AnimatableMesh::UpdateMesh( BufferIndex updateBufferIndex )
+{
+ // Copy properties to associated scenegraph mesh
+ SceneGraph::Mesh* mesh(mResourceManager.GetMesh(mMeshId));
+ DALI_ASSERT_DEBUG( mesh );
+
+ // TODO: Should be double buffered - pass in buffer index
+ MeshData& meshData = mesh->GetMeshData(Mesh::UPDATE_THREAD);
+
+ bool meshUpdated( false );
+ MeshData::VertexContainer& oldVertices = meshData.GetVertices();
+ DALI_ASSERT_DEBUG( oldVertices.size() == mNumVertices );
+ DALI_ASSERT_DEBUG( oldVertices.size() > 0 );
+
+ MeshData::Vertex* vertices = &oldVertices.at(0);
+ for(std::size_t i=0; i<mNumVertices; i++)
+ {
+ if ( ! mVertices[i].position.IsClean() )
+ {
+ const Vector3& position = GetPosition(updateBufferIndex, i);
+ vertices[i].x = position.x;
+ vertices[i].y = position.y;
+ vertices[i].z = position.z;
+
+ meshUpdated = true;
+ }
+
+ if ( ! mVertices[i].color.IsClean() )
+ {
+ const Vector4& color = GetColor(updateBufferIndex, i);
+ vertices[i].vertexR = color.r;
+ vertices[i].vertexG = color.g;
+ vertices[i].vertexB = color.b;
+
+ meshUpdated = true;
+ }
+
+ if ( ! mVertices[i].textureCoords.IsClean() )
+ {
+ const Vector2& texcoords = GetTextureCoords(updateBufferIndex, i);
+ vertices[i].u = texcoords.x;
+ vertices[i].v = texcoords.y;
+
+ meshUpdated = true;
+ }
+ }
+
+ if ( meshUpdated )
+ {
+ mesh->MeshDataUpdated(updateBufferIndex, Mesh::UPDATE_THREAD, NULL);
+ }
+}
+
+void AnimatableMesh::BakePosition( BufferIndex updateBufferIndex, unsigned int vertex, const Vector3& position )
+{
+ mVertices[vertex].position.Bake( updateBufferIndex, position );
+}
+
+void AnimatableMesh::BakeColor( BufferIndex updateBufferIndex, unsigned int vertex, const Vector4& color )
+{
+ mVertices[vertex].color.Bake( updateBufferIndex, color );
+}
+
+void AnimatableMesh::BakeTextureCoords( BufferIndex updateBufferIndex, unsigned int vertex, const Vector2& coords )
+{
+ mVertices[vertex].textureCoords.Bake( updateBufferIndex, coords );
+}
+
+const Vector3& AnimatableMesh::GetPosition( BufferIndex bufferIndex, unsigned int vertexIndex )
+{
+ return mVertices[vertexIndex].position.Get(bufferIndex);
+}
+
+const Vector4& AnimatableMesh::GetColor( BufferIndex bufferIndex, unsigned int vertexIndex )
+{
+ return mVertices[vertexIndex].color.Get(bufferIndex);
+}
+
+const Vector2& AnimatableMesh::GetTextureCoords( BufferIndex bufferIndex, unsigned int vertexIndex )
+{
+ return mVertices[vertexIndex].textureCoords.Get(bufferIndex);
+}
+
+void AnimatableMesh::ResetDefaultProperties( BufferIndex updateBufferIndex )
+{
+ for( std::size_t i=0; i<mNumVertices; i++)
+ {
+ mVertices[i].position.ResetToBaseValue( updateBufferIndex );
+ mVertices[i].color.ResetToBaseValue( updateBufferIndex );
+ mVertices[i].textureCoords.ResetToBaseValue( updateBufferIndex );
+ }
+}
+
+} // SceneGraph
+
+} // Internal
+
+} // Dali