namespace
{
-//Memory pool used to allocate new nodes. Memory used by this pool will be released when process dies
-// or DALI library is unloaded
+// Memory pool used to allocate new nodes. Memory used by this pool will be released when process dies
+// or DALI library is unloaded
Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Node> gNodeMemoryPool;
#ifdef DEBUG_ENABLED
// keep track of nodes alive, to ensure we have 0 when the process exits or DALi library is unloaded
}
Node::Node()
-: mOrientation(), // Initialized to identity by default
- mVisible(true),
- mCulled(false),
- mColor(Color::WHITE),
- mUpdateAreaHint(Vector4::ZERO),
+: mOrientation(), // Initialized to identity by default
mWorldPosition(TRANSFORM_PROPERTY_WORLD_POSITION, Vector3(0.0f, 0.0f, 0.0f)), // Zero initialized by default
mWorldScale(TRANSFORM_PROPERTY_WORLD_SCALE, Vector3(1.0f, 1.0f, 1.0f)),
mWorldOrientation(), // Initialized to identity by default
mWorldMatrix(),
+ mVisible(true),
+ mCulled(false),
+ mColor(Color::WHITE),
mWorldColor(Color::WHITE),
+ mUpdateAreaHint(Vector4::ZERO),
mClippingSortModifier(0u),
mId(++mNodeCounter),
mParent(nullptr),
void Node::CreateTransform(SceneGraph::TransformManager* transformManager)
{
- //Create a new transform
+ // Create a new transform
mTransformManagerData.mManager = transformManager;
TransformId createdTransformId = transformManager->CreateTransform();
- //Initialize all the animatable properties
- mPosition.Initialize(&mTransformManagerData);
- mScale.Initialize(&mTransformManagerData);
- mOrientation.Initialize(&mTransformManagerData);
- mSize.Initialize(&mTransformManagerData);
- mParentOrigin.Initialize(&mTransformManagerData);
- mAnchorPoint.Initialize(&mTransformManagerData);
-
- //Initialize all the input properties
- mWorldPosition.Initialize(&mTransformManagerData);
- mWorldScale.Initialize(&mTransformManagerData);
- mWorldOrientation.Initialize(&mTransformManagerData);
- mWorldMatrix.Initialize(&mTransformManagerData);
-
- //Set whether the position should use the anchor point
+ // Set whether the position should use the anchor point
transformManager->SetPositionUsesAnchorPoint(createdTransformId, mPositionUsesAnchorPoint);
- //Set TransformId after initialize done.
+ // Set TransformId after initialize done.
mTransformManagerData.mId = createdTransformId;
}