#include <dali-toolkit/devel-api/controls/control-devel.h>
#include <dali-toolkit/internal/controls/control/control-data-impl.h>
#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali/integration-api/debug.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/integration-api/debug.h>
#include <filesystem>
// INTERNAL INCLUDES
-#include <dali-scene-loader/public-api/animation-definition.h>
-#include <dali-scene-loader/public-api/camera-parameters.h>
-#include <dali-scene-loader/public-api/dli-loader.h>
-#include <dali-scene-loader/public-api/gltf2-loader.h>
-#include <dali-scene-loader/public-api/light-parameters.h>
-#include <dali-scene-loader/public-api/load-result.h>
-#include <dali-scene-loader/public-api/node-definition.h>
-#include <dali-scene-loader/public-api/scene-definition.h>
-#include <dali-scene-loader/public-api/shader-definition-factory.h>
-#include <dali-scene-loader/public-api/controls/model-view/model-view.h>
-#include <dali-scene-loader/public-api/cube-map-loader.h>
-#include <dali-scene-loader/public-api/cube-data.h>
+#include <dali-scene3d/public-api/controls/model-view/model-view.h>
+#include <dali-scene3d/public-api/loader/animation-definition.h>
+#include <dali-scene3d/public-api/loader/camera-parameters.h>
+#include <dali-scene3d/public-api/loader/cube-data.h>
+#include <dali-scene3d/public-api/loader/cube-map-loader.h>
+#include <dali-scene3d/public-api/loader/dli-loader.h>
+#include <dali-scene3d/public-api/loader/gltf2-loader.h>
+#include <dali-scene3d/public-api/loader/light-parameters.h>
+#include <dali-scene3d/public-api/loader/load-result.h>
+#include <dali-scene3d/public-api/loader/node-definition.h>
+#include <dali-scene3d/public-api/loader/scene-definition.h>
+#include <dali-scene3d/public-api/loader/shader-definition-factory.h>
using namespace Dali;
Texture LoadCubeMap(const std::string& cubeMapPath)
{
- Texture cubeTexture;
- SceneLoader::CubeData cubeData;
- if(SceneLoader::LoadCubeMapData(cubeMapPath, cubeData))
+ Texture cubeTexture;
+ Dali::Scene3D::Loader::CubeData cubeData;
+ if(Dali::Scene3D::Loader::LoadCubeMapData(cubeMapPath, cubeData))
{
cubeTexture = cubeData.CreateTexture();
}
}
void ConfigureBlendShapeShaders(
- SceneLoader::ResourceBundle& resources, const SceneLoader::SceneDefinition& scene, Actor root, std::vector<SceneLoader::BlendshapeShaderConfigurationRequest>&& requests)
+ Dali::Scene3D::Loader::ResourceBundle& resources, const Dali::Scene3D::Loader::SceneDefinition& scene, Actor root, std::vector<Dali::Scene3D::Loader::BlendshapeShaderConfigurationRequest>&& requests)
{
std::vector<std::string> errors;
auto onError = [&errors](const std::string& msg) { errors.push_back(msg); };
if(!scene.ConfigureBlendshapeShaders(resources, root, std::move(requests), onError))
{
- SceneLoader::ExceptionFlinger flinger(ASSERT_LOCATION);
+ Dali::Scene3D::Loader::ExceptionFlinger flinger(ASSERT_LOCATION);
for(auto& msg : errors)
{
flinger << msg << '\n';
}
}
-void AddModelTreeToAABB(BoundingVolume& AABB, const SceneLoader::SceneDefinition& scene, const Dali::SceneLoader::Customization::Choices& choices, Dali::SceneLoader::Index iNode, Dali::SceneLoader::NodeDefinition::CreateParams& nodeParams, Matrix parentMatrix)
+void AddModelTreeToAABB(BoundingVolume& AABB, const Dali::Scene3D::Loader::SceneDefinition& scene, const Dali::Scene3D::Loader::Customization::Choices& choices, Dali::Scene3D::Loader::Index iNode, Dali::Scene3D::Loader::NodeDefinition::CreateParams& nodeParams, Matrix parentMatrix)
{
static constexpr uint32_t BOX_POINT_COUNT = 8;
static uint32_t BBIndex[BOX_POINT_COUNT][3] = {{0, 0, 0}, {0, 1, 0}, {1, 0, 0}, {1, 1, 0}, {0, 0, 1}, {0, 1, 1}, {1, 0, 1}, {1, 1, 1}};
- Matrix nodeMatrix;
- const SceneLoader::NodeDefinition* node = scene.GetNode(iNode);
- Matrix localMatrix = node->GetLocalSpace();
+ Matrix nodeMatrix;
+ const Dali::Scene3D::Loader::NodeDefinition* node = scene.GetNode(iNode);
+ Matrix localMatrix = node->GetLocalSpace();
Matrix::Multiply(nodeMatrix, localMatrix, parentMatrix);
Vector3 volume[2];
{
if(!node->mChildren.empty())
{
- auto choice = choices.Get(node->mCustomization->mTag);
- Dali::SceneLoader::Index i = std::min(choice != Dali::SceneLoader::Customization::NONE ? choice : 0, static_cast<Dali::SceneLoader::Index>(node->mChildren.size() - 1));
+ auto choice = choices.Get(node->mCustomization->mTag);
+ Dali::Scene3D::Loader::Index i = std::min(choice != Dali::Scene3D::Loader::Customization::NONE ? choice : 0, static_cast<Dali::Scene3D::Loader::Index>(node->mChildren.size() - 1));
AddModelTreeToAABB(AABB, scene, choices, node->mChildren[i], nodeParams, nodeMatrix);
}
std::string extension = modelPath.extension();
std::transform(extension.begin(), extension.end(), extension.begin(), ::tolower);
- SceneLoader::ResourceBundle::PathProvider pathProvider = [&](SceneLoader::ResourceType::Value type) {
+ Dali::Scene3D::Loader::ResourceBundle::PathProvider pathProvider = [&](Dali::Scene3D::Loader::ResourceType::Value type) {
return mResourcePath;
};
- SceneLoader::ResourceBundle resources;
- SceneLoader::SceneDefinition scene;
- std::vector<SceneLoader::AnimationGroupDefinition> animGroups;
- std::vector<SceneLoader::CameraParameters> cameraParameters;
- std::vector<SceneLoader::LightParameters> lights;
+ Dali::Scene3D::Loader::ResourceBundle resources;
+ Dali::Scene3D::Loader::SceneDefinition scene;
+ std::vector<Dali::Scene3D::Loader::AnimationGroupDefinition> animGroups;
+ std::vector<Dali::Scene3D::Loader::CameraParameters> cameraParameters;
+ std::vector<Dali::Scene3D::Loader::LightParameters> lights;
- std::vector<Dali::SceneLoader::AnimationDefinition> animations;
+ std::vector<Dali::Scene3D::Loader::AnimationDefinition> animations;
animations.clear();
- SceneLoader::LoadResult output{resources, scene, animations, animGroups, cameraParameters, lights};
+ Dali::Scene3D::Loader::LoadResult output{resources, scene, animations, animGroups, cameraParameters, lights};
if(extension == DLI_EXTENSION)
{
- SceneLoader::DliLoader loader;
- SceneLoader::DliLoader::InputParams input{
- pathProvider(SceneLoader::ResourceType::Mesh),
+ Dali::Scene3D::Loader::DliLoader loader;
+ Dali::Scene3D::Loader::DliLoader::InputParams input{
+ pathProvider(Dali::Scene3D::Loader::ResourceType::Mesh),
nullptr,
{},
{},
nullptr,
{}};
- SceneLoader::DliLoader::LoadParams loadParams{input, output};
+ Dali::Scene3D::Loader::DliLoader::LoadParams loadParams{input, output};
if(!loader.LoadScene(mModelPath, loadParams))
{
- SceneLoader::ExceptionFlinger(ASSERT_LOCATION) << "Failed to load scene from '" << mModelPath << "': " << loader.GetParseError();
+ Dali::Scene3D::Loader::ExceptionFlinger(ASSERT_LOCATION) << "Failed to load scene from '" << mModelPath << "': " << loader.GetParseError();
}
}
else if(extension == GLTF_EXTENSION)
{
- SceneLoader::ShaderDefinitionFactory sdf;
+ Dali::Scene3D::Loader::ShaderDefinitionFactory sdf;
sdf.SetResources(resources);
- SceneLoader::LoadGltfScene(mModelPath, sdf, output);
+ Dali::Scene3D::Loader::LoadGltfScene(mModelPath, sdf, output);
resources.mEnvironmentMaps.push_back({});
}
DALI_LOG_ERROR("Unsupported model type.\n");
}
- SceneLoader::Transforms xforms{SceneLoader::MatrixStack{}, SceneLoader::ViewProjection{}};
- SceneLoader::NodeDefinition::CreateParams nodeParams{resources, xforms, {}, {}, {}};
- SceneLoader::Customization::Choices choices;
+ Dali::Scene3D::Loader::Transforms xforms{Dali::Scene3D::Loader::MatrixStack{}, Dali::Scene3D::Loader::ViewProjection{}};
+ Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{resources, xforms, {}, {}, {}};
+ Dali::Scene3D::Loader::Customization::Choices choices;
mModelRoot = Actor::New();
SetImageBasedLight(mModelRoot);
mNaturalSize = AABB.CalculateSize();
- mModelPivot = AABB.CalculatePivot();
+ mModelPivot = AABB.CalculatePivot();
mModelRoot.SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
FitModelPosition();
uint32_t rendererCount = node.GetRendererCount();
if(rendererCount)
{
- node.RegisterProperty(SceneLoader::NodeDefinition::GetIblScaleFactorUniformName().data(), mIblScaleFactor);
+ node.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), mIblScaleFactor);
}
for(uint32_t i = 0; i < rendererCount; ++i)