-#ifndef DALI_SCENE_LOADER_NODE_DEFINITION_H_
-#define DALI_SCENE_LOADER_NODE_DEFINITION_H_
+#ifndef DALI_SCENE3D_LOADER_NODE_DEFINITION_H_
+#define DALI_SCENE3D_LOADER_NODE_DEFINITION_H_
/*
* Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
*/
// INTERNAL INCLUDES
-#include "dali-scene-loader/public-api/customization.h"
-#include "dali-scene-loader/public-api/matrix-stack.h"
-#include "dali-scene-loader/public-api/resource-bundle.h"
+#include "dali-scene3d/public-api/loader/customization.h"
+#include "dali-scene3d/public-api/loader/matrix-stack.h"
+#include "dali-scene3d/public-api/loader/resource-bundle.h"
// EXTERNAL INCLUDES
#include <functional>
namespace Dali
{
-namespace SceneLoader
+namespace Scene3D
+{
+namespace Loader
{
class ViewProjection;
/**
* @brief Interface to report (const) resource ids to.
*/
-class DALI_SCENE_LOADER_API IResourceReceiver
+class DALI_SCENE3D_API IResourceReceiver
{
public:
virtual ~IResourceReceiver() = default;
* @note These are supposed to be transient. Obviously, the references collected
* this way must not outlive the objects that they came from.
*/
-class DALI_SCENE_LOADER_API IResourceReflector
+class DALI_SCENE3D_API IResourceReflector
{
public:
virtual ~IResourceReflector() = default;
* set up after the Actors were created. The target of the constraint
* is the node definition that carries it.
*/
-struct DALI_SCENE_LOADER_API ConstraintDefinition
+struct DALI_SCENE3D_API ConstraintDefinition
{
std::string mProperty; ///< name of the property to constrain.
Index mSourceIdx; ///< index of the node to serve as the source of the constraint.
}
};
-struct DALI_SCENE_LOADER_API Transforms
+struct DALI_SCENE3D_API Transforms
{
MatrixStack modelStack;
const ViewProjection& viewProjection;
* @brief Information about a skeleton and the shader that needs to be configured with it.
* @note Multiple skeletons shalt not share the same shader.
*/
-struct DALI_SCENE_LOADER_API SkinningShaderConfigurationRequest
+struct DALI_SCENE3D_API SkinningShaderConfigurationRequest
{
Index mSkeletonIdx;
Shader mShader;
/**
* @brief Needed to configure blend shape properties.
*/
-struct DALI_SCENE_LOADER_API BlendshapeShaderConfigurationRequest
+struct DALI_SCENE3D_API BlendshapeShaderConfigurationRequest
{
std::string mNodeName;
Index mMeshIdx;
/**
* @brief Request for creating a constraint, output from NodeDefinition::OnCreate.
*/
-struct DALI_SCENE_LOADER_API ConstraintRequest
+struct DALI_SCENE3D_API ConstraintRequest
{
const ConstraintDefinition* const mConstraint; ///< Definition of the constraint to create.
Actor mTarget; ///< Target of the constraint.
* and slots for customization and rendering logic, which are mutually exclusive in the
* current implementation.
*/
-struct DALI_SCENE_LOADER_API NodeDefinition
+struct DALI_SCENE3D_API NodeDefinition
{
public: // TYPES
using Vector = std::vector<NodeDefinition>;
std::vector<BlendshapeShaderConfigurationRequest> mBlendshapeRequests;
};
- class DALI_SCENE_LOADER_API Renderable
+ class DALI_SCENE3D_API Renderable
{
public: // DATA
Index mShaderIdx = INVALID_INDEX;
Index mParentIdx = INVALID_INDEX;
};
-class DALI_SCENE_LOADER_API ModelNode : public NodeDefinition::Renderable
+class DALI_SCENE3D_API ModelNode : public NodeDefinition::Renderable
{
public: // DATA
Vector4 mColor = Color::WHITE;
/**
* @brief Parameters for an Arc node.
*/
-class DALI_SCENE_LOADER_API ArcNode : public ModelNode
+class DALI_SCENE3D_API ArcNode : public ModelNode
{
public: // DATA
bool mAntiAliasing = true;
void OnCreate(const NodeDefinition& node, NodeDefinition::CreateParams& params, Actor& actor) const override;
};
-} // namespace SceneLoader
+} // namespace Loader
+} // namespace Scene3D
} // namespace Dali
-#endif //DALI_SCENE_LOADER_NODE_DEFINITION_H_
+#endif //DALI_SCENE3D_LOADER_NODE_DEFINITION_H_