int UtcDaliDliLoaderLoadSceneExercise(void)
{
+ TestApplication app;
Context ctx;
auto path = ctx.pathProvider(ResourceType::Mesh) + "exercise.dli";
Customization::Choices choices;
- TestApplication app;
-
Actor root = Actor::New();
SetActorCentered(root);
for(auto iRoot : scene.GetRoots())
resources.LoadResources(ctx.pathProvider);
if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
{
- scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
DALI_TEST_EQUAL(ctx.cameraParameters.size(), 1u);
DALI_TEST_EQUAL(ctx.lights.size(), 1u);
DALI_TEST_EQUAL(ctx.animations.size(), 1u);
+ DALI_TEST_EQUAL(ctx.animations[0].GetDuration(), 1.0f);
DALI_TEST_EQUAL(ctx.animGroups.size(), 0u);
DALI_TEST_EQUAL(metadata.size(), 4u);
resources.LoadResources(ctx.pathProvider);
if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
{
- scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
resources.LoadResources(ctx.pathProvider);
if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
{
- scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
resources.LoadResources(ctx.pathProvider);
if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
{
- scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));