#include <dali/public-api/object/type-registry.h>
// INTERNAL INCLUDES
-#include <dali-scene3d/internal/controls/model-view/model-view-impl.h>
+#include <dali-scene3d/internal/controls/model/model-impl.h>
#include <dali-scene3d/public-api/loader/cube-map-loader.h>
#include <dali/integration-api/debug.h>
UpdateCamera(GetCamera(name));
}
-void SceneView::RegisterModelView(Scene3D::ModelView modelView)
+void SceneView::RegisterModel(Scene3D::Model model)
{
- if(modelView)
+ if(model)
{
- modelView.SetImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor);
- mModels.push_back(modelView);
+ model.SetImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor);
+ mModels.push_back(model);
}
}
-void SceneView::UnregisterModelView(Scene3D::ModelView modelView)
+void SceneView::UnregisterModel(Scene3D::Model model)
{
- if(modelView)
+ if(model)
{
for(uint32_t i = 0; i < mModels.size(); ++i)
{
- if(mModels[i] == modelView)
+ if(mModels[i] == model)
{
mModels.erase(mModels.begin() + i);
break;
}
}
-void SceneView::SetImageBasedLightSource(const std::string& diffuse, const std::string& specular, float scaleFactor)
+void SceneView::SetImageBasedLightSource(const std::string& diffuseUrl, const std::string& specularUrl, float scaleFactor)
{
mIBLResourceReady = false;
- Texture diffuseTexture = Dali::Scene3D::Loader::LoadCubeMap(diffuse);
+ Texture diffuseTexture = Dali::Scene3D::Loader::LoadCubeMap(diffuseUrl);
if(diffuseTexture)
{
- Texture specularTexture = Dali::Scene3D::Loader::LoadCubeMap(specular);
+ Texture specularTexture = Dali::Scene3D::Loader::LoadCubeMap(specularUrl);
if(specularTexture)
{
mDiffuseTexture = diffuseTexture;