int gIntAnimDefaultTarget = 50;
bool gBoolAnimStart(false);
Vector3 gVec3Progress;
+Vector3 gVec3ProgressNext;
Vector3 gVec3TargetPosition(10.0f, 10.0f, 10.0f);
Property::Index gAnimPropertyIndex;
const bool gBoolAnimRelativeValue(true);
void VTAnimationClear002()
{
DALI_CHECK_FAIL( gBoolSignalReceived, " Signal is received which is unexpected after clear.");
- DALI_CHECK_FAIL( gVec3Progress != gActorAnim.GetCurrentPosition(),
+ gVec3ProgressNext = gActorAnim.GetCurrentPosition();
+ bool bIsInProgress = ( gVec3ProgressNext.x >= gVec3Progress.x && gVec3ProgressNext.x < gVec3TargetPosition.x ) &&
+ ( gVec3ProgressNext.y >= gVec3Progress.y && gVec3ProgressNext.y < gVec3TargetPosition.y ) &&
+ ( gVec3ProgressNext.z >= gVec3Progress.z && gVec3ProgressNext.z < gVec3TargetPosition.z ) ;
+
+ DALI_CHECK_FAIL( !bIsInProgress,
"Actor's property should be still within the progress value due to clearing the animation before animation time." );
Stage::GetCurrent().Remove(gActorAnim);