void SetMotionData(Scene3D::MotionData motionData);
/**
+ * @copydoc Model::CastShadow()
+ */
+ void CastShadow(bool castShadow);
+
+ /**
+ * @copydoc Model::IsShadowCasting()
+ */
+ bool IsShadowCasting() const;
+
+ /**
+ * @copydoc Model::ReceiveShadow()
+ */
+ void ReceiveShadow(bool receiveShadow);
+
+ /**
+ * @copydoc Model::IsShadowReceiving()
+ */
+ bool IsShadowReceiving() const;
+
+ /**
* @copydoc Scene3D::Model::MeshHitSignal()
*/
Scene3D::Model::MeshHitSignalType& MeshHitSignal()
void FitModelPosition();
/**
+ * @brief Makes the input node cast shadow or not.
+ */
+ void UpdateCastShadowRecursively(Scene3D::ModelNode node, bool castShadow);
+
+ /**
+ * @brief Makes the input node receive shadow or not.
+ */
+ void UpdateReceiveShadowRecursively(Scene3D::ModelNode node, bool receiveShadow);
+
+ /**
* @brief Changes IBL information of the input node.
*/
void UpdateImageBasedLightTextureRecursively(Scene3D::ModelNode node, Dali::Texture diffuseTexture, Dali::Texture specularTexture, float iblScaleFactor, uint32_t specularMipmapLevels);
bool mIblSpecularResourceReady;
bool mIblDiffuseDirty;
bool mIblSpecularDirty;
+ bool mIsShadowCasting;
+ bool mIsShadowReceiving;
};
} // namespace Internal