Support model size change
[platform/core/uifw/dali-toolkit.git] / dali-scene3d / internal / controls / model / model-impl.cpp
index 31e75e5..b0f8294 100644 (file)
 #include <filesystem>
 
 // INTERNAL INCLUDES
+#include <dali-scene3d/internal/common/model-cache-manager.h>
 #include <dali-scene3d/internal/controls/scene-view/scene-view-impl.h>
+#include <dali-scene3d/internal/model-components/model-node-impl.h>
 #include <dali-scene3d/public-api/controls/model/model.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/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>
@@ -53,6 +53,9 @@ namespace Internal
 {
 namespace
 {
+/**
+ * Creates control through type registry
+ */
 BaseHandle Create()
 {
   return Scene3D::Model::New(std::string());
@@ -62,10 +65,8 @@ BaseHandle Create()
 DALI_TYPE_REGISTRATION_BEGIN(Scene3D::Model, Toolkit::Control, Create);
 DALI_TYPE_REGISTRATION_END()
 
-static constexpr uint32_t OFFSET_FOR_DIFFUSE_CUBE_TEXTURE  = 2u;
-static constexpr uint32_t OFFSET_FOR_SPECULAR_CUBE_TEXTURE = 1u;
-
 static constexpr Vector3 Y_DIRECTION(1.0f, -1.0f, 1.0f);
+static constexpr float   SIZE_STEP_CONDITION = 0.1f;
 
 static constexpr bool DEFAULT_MODEL_CHILDREN_SENSITIVE = false;
 static constexpr bool DEFAULT_MODEL_CHILDREN_FOCUSABLE = false;
@@ -181,6 +182,8 @@ Model::Model(const std::string& modelUrl, const std::string& resourceDirectoryUr
   mModelPivot(AnchorPoint::CENTER),
   mSceneIblScaleFactor(1.0f),
   mIblScaleFactor(1.0f),
+  mSceneSpecularMipmapLevels(1u),
+  mSpecularMipmapLevels(1u),
   mModelChildrenSensitive(DEFAULT_MODEL_CHILDREN_SENSITIVE),
   mModelChildrenFocusable(DEFAULT_MODEL_CHILDREN_FOCUSABLE),
   mModelResourceReady(false),
@@ -193,6 +196,11 @@ Model::Model(const std::string& modelUrl, const std::string& resourceDirectoryUr
 
 Model::~Model()
 {
+  if(ModelCacheManager::Get() && !mModelUrl.empty())
+  {
+    ModelCacheManager::Get().UnreferenceModelCache(mModelUrl);
+  }
+
   ResetResourceTasks();
 }
 
@@ -209,11 +217,44 @@ Dali::Scene3D::Model Model::New(const std::string& modelUrl, const std::string&
   return handle;
 }
 
-const Actor Model::GetModelRoot() const
+const Scene3D::ModelNode Model::GetModelRoot() const
 {
   return mModelRoot;
 }
 
+void Model::AddModelNode(Scene3D::ModelNode modelNode)
+{
+  if(!mModelRoot)
+  {
+    CreateModelRoot();
+  }
+
+  mModelRoot.Add(modelNode);
+  if(mModelUrl.empty())
+  {
+    mModelResourceReady = true;
+  }
+
+  if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
+  {
+    UpdateImageBasedLightTexture();
+    UpdateImageBasedLightScaleFactor();
+  }
+
+  if(Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE))
+  {
+    NotifyResourceReady();
+  }
+}
+
+void Model::RemoveModelNode(Scene3D::ModelNode modelNode)
+{
+  if(mModelRoot)
+  {
+    mModelRoot.Remove(modelNode);
+  }
+}
+
 void Model::SetChildrenSensitive(bool enable)
 {
   if(mModelChildrenSensitive != enable)
@@ -326,18 +367,6 @@ void Model::SetImageBasedLightSource(const std::string& diffuseUrl, const std::s
   NotifyResourceReady();
 }
 
-void Model::SetImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float scaleFactor)
-{
-  // If input texture is wrong, Model is rendered with SceneView's IBL.
-  if(mDiffuseTexture != diffuseTexture || mSpecularTexture != specularTexture)
-  {
-    mDiffuseTexture  = diffuseTexture;
-    mSpecularTexture = specularTexture;
-    mIblScaleFactor  = scaleFactor;
-    UpdateImageBasedLightTexture();
-  }
-}
-
 void Model::SetImageBasedLightScaleFactor(float scaleFactor)
 {
   mIblScaleFactor = scaleFactor;
@@ -384,6 +413,51 @@ Dali::Animation Model::GetAnimation(const std::string& name) const
   return animation;
 }
 
+uint32_t Model::GetCameraCount() const
+{
+  return mCameraParameters.size();
+}
+
+Dali::CameraActor Model::GenerateCamera(uint32_t index) const
+{
+  Dali::CameraActor camera;
+  if(mCameraParameters.size() > index)
+  {
+    camera = Dali::CameraActor::New3DCamera();
+    if(!mCameraParameters[index].ConfigureCamera(camera, false))
+    {
+      DALI_LOG_ERROR("Fail to generate %u's camera actor : Some property was not defined. Please check model file.\n", index);
+      camera.Reset();
+      return camera;
+    }
+
+    ApplyCameraTransform(camera);
+  }
+  return camera;
+}
+
+bool Model::ApplyCamera(uint32_t index, Dali::CameraActor camera) const
+{
+  if(camera && mCameraParameters.size() > index)
+  {
+    if(!mCameraParameters[index].ConfigureCamera(camera, false))
+    {
+      DALI_LOG_ERROR("Fail to apply %u's camera actor : Some property was not defined. Please check model file.\n", index);
+      return false;
+    }
+
+    ApplyCameraTransform(camera);
+    return true;
+  }
+  return false;
+}
+
+Scene3D::ModelNode Model::FindChildModelNodeByName(std::string_view nodeName)
+{
+  Actor childActor = Self().FindChildByName(nodeName);
+  return Scene3D::ModelNode::DownCast(childActor);
+}
+
 ///////////////////////////////////////////////////////////
 //
 // Private methods
@@ -397,12 +471,17 @@ void Model::OnInitialize()
 
 void Model::OnSceneConnection(int depth)
 {
-  if(!mModelLoadTask && !mModelRoot)
+  if(!mModelLoadTask && !mModelResourceReady && !mModelUrl.empty())
   {
-    Scene3D::Loader::InitializeGltfLoader();
+    // Request model load only if we setup url.
+    if(ModelCacheManager::Get())
+    {
+      ModelCacheManager::Get().ReferenceModelCache(mModelUrl);
+    }
     mModelLoadTask = new ModelLoadTask(mModelUrl, mResourceDirectoryUrl, MakeCallback(this, &Model::OnModelLoadComplete));
     Dali::AsyncTaskManager::Get().AddTask(mModelLoadTask);
   }
+
   // If diffuse and specular url is not valid, IBL does not need to be loaded.
   if(!mDiffuseIblUrl.empty() && !mSpecularIblUrl.empty())
   {
@@ -422,6 +501,10 @@ void Model::OnSceneConnection(int depth)
     parent = parent.GetParent();
   }
 
+  NotifyResourceReady();
+
+  mSizeNotification = Self().AddPropertyNotification(Actor::Property::SIZE, StepCondition(SIZE_STEP_CONDITION));
+  mSizeNotification.NotifySignal().Connect(this, &Model::OnSizeNotification);
   Control::OnSceneConnection(depth);
 }
 
@@ -433,9 +516,19 @@ void Model::OnSceneDisconnection()
     GetImpl(sceneView).UnregisterSceneItem(this);
     mParentSceneView.Reset();
   }
+
+  mSizeNotification.NotifySignal().Disconnect(this, &Model::OnSizeNotification);
+  Self().RemovePropertyNotification(mSizeNotification);
+  mSizeNotification.Reset();
+
   Control::OnSceneDisconnection();
 }
 
+void Model::OnSizeSet(const Vector3& size)
+{
+  ScaleModel(false);
+}
+
 Vector3 Model::GetNaturalSize()
 {
   if(!mModelRoot)
@@ -464,7 +557,7 @@ float Model::GetWidthForHeight(float height)
 void Model::OnRelayout(const Vector2& size, RelayoutContainer& container)
 {
   Control::OnRelayout(size, container);
-  ScaleModel();
+  ScaleModel(false);
 }
 
 bool Model::IsResourceReady() const
@@ -472,7 +565,18 @@ bool Model::IsResourceReady() const
   return mModelResourceReady && mIblDiffuseResourceReady && mIblSpecularResourceReady;
 }
 
-void Model::ScaleModel()
+void Model::CreateModelRoot()
+{
+  mModelRoot = Scene3D::ModelNode::New();
+  mModelRoot.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
+  mModelRoot.SetProperty(Dali::Actor::Property::SCALE, Y_DIRECTION);
+  mModelRoot.SetProperty(Dali::Actor::Property::SENSITIVE, mModelChildrenSensitive);
+  mModelRoot.SetProperty(Dali::Actor::Property::KEYBOARD_FOCUSABLE, mModelChildrenFocusable);
+  mModelRoot.SetProperty(Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, mModelChildrenFocusable);
+  Self().Add(mModelRoot);
+}
+
+void Model::ScaleModel(bool useCurrentSize)
 {
   if(!mModelRoot)
   {
@@ -480,7 +584,7 @@ void Model::ScaleModel()
   }
 
   float   scale = 1.0f;
-  Vector3 size  = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
+  Vector3 size  = (useCurrentSize) ? Self().GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE) : Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
   if(size.x > 0.0f && size.y > 0.0f)
   {
     scale = MAXFLOAT;
@@ -503,65 +607,64 @@ void Model::FitModelPosition()
   mModelRoot.SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3::ONE - mModelPivot);
 }
 
-void Model::CollectRenderableActor(Actor actor)
+void Model::UpdateImageBasedLightTextureRecursively(Scene3D::ModelNode node, Dali::Texture diffuseTexture, Dali::Texture specularTexture, float iblScaleFactor, uint32_t specularMipmapLevels)
 {
-  uint32_t rendererCount = actor.GetRendererCount();
-  if(rendererCount)
+  if(!node)
   {
-    mRenderableActors.push_back(actor);
+    return;
   }
 
-  uint32_t childrenCount = actor.GetChildCount();
+  GetImplementation(node).SetImageBasedLightTexture(diffuseTexture, specularTexture, iblScaleFactor, specularMipmapLevels);
+  uint32_t childrenCount = node.GetChildCount();
   for(uint32_t i = 0; i < childrenCount; ++i)
   {
-    CollectRenderableActor(actor.GetChildAt(i));
+    Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
+    if(!childNode)
+    {
+      continue;
+    }
+    UpdateImageBasedLightTextureRecursively(childNode, diffuseTexture, specularTexture, iblScaleFactor, specularMipmapLevels);
   }
 }
 
-void Model::UpdateImageBasedLightTexture()
+void Model::UpdateImageBasedLightScaleFactorRecursively(Scene3D::ModelNode node, float iblScaleFactor)
 {
-  Dali::Texture currentDiffuseTexture  = (mDiffuseTexture && mSpecularTexture) ? mDiffuseTexture : mSceneDiffuseTexture;
-  Dali::Texture currentSpecularTexture = (mDiffuseTexture && mSpecularTexture) ? mSpecularTexture : mSceneSpecularTexture;
-  float         currentIblScaleFactor  = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
-
-  if(!currentDiffuseTexture || !currentSpecularTexture)
+  if(!node)
   {
-    currentDiffuseTexture  = mDefaultDiffuseTexture;
-    currentSpecularTexture = mDefaultSpecularTexture;
-    currentIblScaleFactor  = Dali::Scene3D::Loader::EnvironmentDefinition::GetDefaultIntensity();
+    return;
   }
 
-  for(auto&& actor : mRenderableActors)
+  node.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), iblScaleFactor);
+  GetImplementation(node).SetImageBasedLightScaleFactor(iblScaleFactor);
+
+  uint32_t childrenCount = node.GetChildCount();
+  for(uint32_t i = 0; i < childrenCount; ++i)
   {
-    Actor renderableActor = actor.GetHandle();
-    if(!renderableActor)
+    Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(node.GetChildAt(i));
+    if(!childNode)
     {
       continue;
     }
+    UpdateImageBasedLightScaleFactorRecursively(childNode, iblScaleFactor);
+  }
+}
 
-    uint32_t rendererCount = renderableActor.GetRendererCount();
-    for(uint32_t i = 0; i < rendererCount; ++i)
-    {
-      Dali::Renderer renderer = renderableActor.GetRendererAt(i);
-      if(!renderer)
-      {
-        continue;
-      }
-      Dali::TextureSet textures = renderer.GetTextures();
-      if(!textures)
-      {
-        continue;
-      }
-      uint32_t textureCount = textures.GetTextureCount();
-      // EnvMap requires at least 2 texture, diffuse and specular
-      if(textureCount > 2u)
-      {
-        textures.SetTexture(textureCount - OFFSET_FOR_DIFFUSE_CUBE_TEXTURE, currentDiffuseTexture);
-        textures.SetTexture(textureCount - OFFSET_FOR_SPECULAR_CUBE_TEXTURE, currentSpecularTexture);
-      }
-    }
-    renderableActor.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), currentIblScaleFactor);
+void Model::UpdateImageBasedLightTexture()
+{
+  Dali::Texture currentDiffuseTexture          = (mDiffuseTexture && mSpecularTexture) ? mDiffuseTexture : mSceneDiffuseTexture;
+  Dali::Texture currentSpecularTexture         = (mDiffuseTexture && mSpecularTexture) ? mSpecularTexture : mSceneSpecularTexture;
+  float         currentIblScaleFactor          = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
+  uint32_t      currentIblSpecularMipmapLevels = (mDiffuseTexture && mSpecularTexture) ? mSpecularMipmapLevels : mSceneSpecularMipmapLevels;
+
+  if(!currentDiffuseTexture || !currentSpecularTexture)
+  {
+    currentDiffuseTexture          = mDefaultDiffuseTexture;
+    currentSpecularTexture         = mDefaultSpecularTexture;
+    currentIblScaleFactor          = Dali::Scene3D::Loader::EnvironmentDefinition::GetDefaultIntensity();
+    currentIblSpecularMipmapLevels = 1u;
   }
+
+  UpdateImageBasedLightTextureRecursively(mModelRoot, currentDiffuseTexture, currentSpecularTexture, currentIblScaleFactor, currentIblSpecularMipmapLevels);
 }
 
 void Model::UpdateImageBasedLightScaleFactor()
@@ -573,23 +676,56 @@ void Model::UpdateImageBasedLightScaleFactor()
   }
 
   float currentIblScaleFactor = (mDiffuseTexture && mSpecularTexture) ? mIblScaleFactor : mSceneIblScaleFactor;
-  for(auto&& actor : mRenderableActors)
+  UpdateImageBasedLightScaleFactorRecursively(mModelRoot, currentIblScaleFactor);
+}
+
+void Model::ApplyCameraTransform(Dali::CameraActor camera) const
+{
+  Vector3    selfPosition    = Self().GetProperty<Vector3>(Actor::Property::POSITION);
+  Quaternion selfOrientation = Self().GetProperty<Quaternion>(Actor::Property::ORIENTATION);
+  Vector3    selfScale       = Self().GetProperty<Vector3>(Actor::Property::SCALE);
+
+  Vector3    cameraPosition    = camera.GetProperty<Vector3>(Actor::Property::POSITION);
+  Quaternion cameraOrientation = camera.GetProperty<Quaternion>(Actor::Property::ORIENTATION);
+  Vector3    cameraScale       = camera.GetProperty<Vector3>(Actor::Property::SCALE);
+
+  // Models in glTF and dli are defined as right hand coordinate system.
+  // DALi uses left hand coordinate system. Scaling negative is for change winding order.
+  if(!Dali::Equals(Y_DIRECTION.Dot(Vector3::YAXIS), 1.0f))
   {
-    Actor renderableActor = actor.GetHandle();
-    if(renderableActor)
-    {
-      renderableActor.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), currentIblScaleFactor);
-    }
+    // Reflect by XZ plane
+    cameraPosition.y = -cameraPosition.y;
+    Quaternion yDirectionQuaternion;
+    yDirectionQuaternion.mVector = Vector3::YAXIS;
+    // Reflect orientation
+    cameraOrientation = yDirectionQuaternion * cameraOrientation * yDirectionQuaternion;
   }
+
+  Vector3    resultPosition;
+  Quaternion resultOrientation;
+  Vector3    resultScale;
+
+  Matrix selfMatrix(false);
+  Matrix cameraMatrix(false);
+  Matrix resultMatrix(false);
+  selfMatrix.SetTransformComponents(selfScale, selfOrientation, selfPosition);
+  cameraMatrix.SetTransformComponents(cameraScale, cameraOrientation, cameraPosition);
+  Matrix::Multiply(resultMatrix, cameraMatrix, selfMatrix);
+  resultMatrix.GetTransformComponents(resultPosition, resultOrientation, resultScale);
+
+  camera.SetProperty(Actor::Property::POSITION, resultPosition);
+  camera.SetProperty(Actor::Property::ORIENTATION, resultOrientation);
+  camera.SetProperty(Actor::Property::SCALE, resultScale);
 }
 
-void Model::NotifyImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float scaleFactor)
+void Model::NotifyImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float scaleFactor, uint32_t specularMipmapLevels)
 {
   if(mSceneDiffuseTexture != diffuseTexture || mSceneSpecularTexture != specularTexture)
   {
-    mSceneDiffuseTexture  = diffuseTexture;
-    mSceneSpecularTexture = specularTexture;
-    mSceneIblScaleFactor  = scaleFactor;
+    mSceneDiffuseTexture       = diffuseTexture;
+    mSceneSpecularTexture      = specularTexture;
+    mSceneIblScaleFactor       = scaleFactor;
+    mSceneSpecularMipmapLevels = specularMipmapLevels;
     // If Model IBL is not set, use SceneView's IBL.
     if(!mDiffuseTexture || !mSpecularTexture)
     {
@@ -612,30 +748,33 @@ void Model::OnModelLoadComplete()
   if(!mModelLoadTask->HasSucceeded())
   {
     ResetResourceTasks();
+
+    if(ModelCacheManager::Get() && !mModelUrl.empty())
+    {
+      ModelCacheManager::Get().UnreferenceModelCache(mModelUrl);
+    }
+
     return;
   }
 
+  if(!mModelRoot)
+  {
+    CreateModelRoot();
+  }
   CreateModel();
-  mRenderableActors.clear();
-  CollectRenderableActor(mModelRoot);
 
-  auto* resources = &(mModelLoadTask->mResources);
-  auto* scene     = &(mModelLoadTask->mScene);
-  CreateAnimations(*scene);
-  if(!resources->mEnvironmentMaps.empty())
+  auto& resources = mModelLoadTask->GetResources();
+  auto& scene     = mModelLoadTask->GetScene();
+  CreateAnimations(scene);
+  ResetCameraParameters();
+  if(!resources.mEnvironmentMaps.empty())
   {
-    mDefaultDiffuseTexture  = resources->mEnvironmentMaps.front().second.mDiffuse;
-    mDefaultSpecularTexture = resources->mEnvironmentMaps.front().second.mSpecular;
+    mDefaultDiffuseTexture  = resources.mEnvironmentMaps.front().second.mDiffuse;
+    mDefaultSpecularTexture = resources.mEnvironmentMaps.front().second.mSpecular;
   }
 
   UpdateImageBasedLightTexture();
   UpdateImageBasedLightScaleFactor();
-
-  mModelRoot.SetProperty(Dali::Actor::Property::SENSITIVE, mModelChildrenSensitive);
-  mModelRoot.SetProperty(Dali::Actor::Property::KEYBOARD_FOCUSABLE, mModelChildrenFocusable);
-  mModelRoot.SetProperty(Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, mModelChildrenFocusable);
-
-  Self().Add(mModelRoot);
   Self().SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3(mModelPivot.x, 1.0f - mModelPivot.y, mModelPivot.z));
 
   mModelResourceReady = true;
@@ -656,7 +795,8 @@ void Model::OnIblDiffuseLoadComplete()
 
 void Model::OnIblSpecularLoadComplete()
 {
-  mSpecularTexture = mIblSpecularLoadTask->GetLoadedTexture();
+  mSpecularTexture      = mIblSpecularLoadTask->GetLoadedTexture();
+  mSpecularMipmapLevels = mIblSpecularLoadTask->GetMipmapLevels();
   ResetResourceTask(mIblSpecularLoadTask);
   mIblSpecularResourceReady = true;
   if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
@@ -671,6 +811,11 @@ void Model::OnIblLoadComplete()
   NotifyResourceReady();
 }
 
+void Model::OnSizeNotification(Dali::PropertyNotification& source)
+{
+  ScaleModel(true);
+}
+
 void Model::ResetResourceTasks()
 {
   if(!Dali::Adaptor::IsAvailable())
@@ -703,32 +848,28 @@ void Model::NotifyResourceReady()
 
 void Model::CreateModel()
 {
-  mModelRoot = Actor::New();
-  mModelRoot.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
-
   BoundingVolume                                      AABB;
-  auto*                                               resources = &(mModelLoadTask->mResources);
-  auto*                                               scene     = &(mModelLoadTask->mScene);
+  auto&                                               resources       = mModelLoadTask->GetResources();
+  auto&                                               scene           = mModelLoadTask->GetScene();
+  auto&                                               resourceChoices = mModelLoadTask->GetResourceChoices();
   Dali::Scene3D::Loader::Transforms                   xforms{Dali::Scene3D::Loader::MatrixStack{}, Dali::Scene3D::Loader::ViewProjection{}};
-  Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{*resources, xforms, {}, {}, {}};
-  uint32_t                                            rootCount = 0u;
-  for(auto iRoot : scene->GetRoots())
-  {
-    resources->GenerateResources(mModelLoadTask->mResourceRefCounts[rootCount]);
+  Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{resources, xforms, {}, {}, {}};
 
-    if(auto actor = scene->CreateNodes(iRoot, mModelLoadTask->mResourceChoices, nodeParams))
+  // Generate Dali handles from resource bundle. Note that we generate all scene's resouce immediatly.
+  resources.GenerateResources();
+  for(auto iRoot : scene.GetRoots())
+  {
+    if(auto actor = scene.CreateNodes(iRoot, resourceChoices, nodeParams))
     {
-      scene->ConfigureSkeletonJoints(iRoot, resources->mSkeletons, actor);
-      scene->ConfigureSkinningShaders(*resources, actor, std::move(nodeParams.mSkinnables));
-      ConfigureBlendShapeShaders(*resources, *scene, actor, std::move(nodeParams.mBlendshapeRequests));
+      scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
+      ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
 
-      scene->ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
+      scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
 
       mModelRoot.Add(actor);
     }
 
-    AddModelTreeToAABB(AABB, *scene, mModelLoadTask->mResourceChoices, iRoot, nodeParams, Matrix::IDENTITY);
-    rootCount++;
+    AddModelTreeToAABB(AABB, scene, resourceChoices, iRoot, nodeParams, Matrix::IDENTITY);
   }
 
   mNaturalSize = AABB.CalculateSize();
@@ -740,12 +881,13 @@ void Model::CreateModel()
     Self().SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
   }
   FitModelPosition();
-  ScaleModel();
+  ScaleModel(false);
 }
 
 void Model::CreateAnimations(Dali::Scene3D::Loader::SceneDefinition& scene)
 {
-  if(!mModelLoadTask->mAnimations.empty())
+  mAnimations.clear();
+  if(!mModelLoadTask->GetAnimations().empty())
   {
     auto getActor = [&](const Scene3D::Loader::AnimatedProperty& property)
     {
@@ -761,15 +903,24 @@ void Model::CreateAnimations(Dali::Scene3D::Loader::SceneDefinition& scene)
       return mModelRoot.FindChildById(node->mNodeId);
     };
 
-    mAnimations.clear();
-    for(auto&& animation : mModelLoadTask->mAnimations)
+    for(auto&& animation : mModelLoadTask->GetAnimations())
     {
       Dali::Animation anim = animation.ReAnimate(getActor);
-      mAnimations.push_back({animation.mName, anim});
+      mAnimations.push_back({animation.GetName(), anim});
     }
   }
 }
 
+void Model::ResetCameraParameters()
+{
+  mCameraParameters.clear();
+  if(!mModelLoadTask->GetCameras().empty())
+  {
+    // Copy camera parameters.
+    std::copy(mModelLoadTask->GetCameras().begin(), mModelLoadTask->GetCameras().end(), std::back_inserter(mCameraParameters));
+  }
+}
+
 } // namespace Internal
 } // namespace Scene3D
 } // namespace Dali