}
else if( node->GetType() == TreeNode::INTEGER )
{
- int32_t tempNum;
+ int32_t tempNum = 0;
ReadInt( node, tempNum );
num = static_cast<float>( tempNum );
returnValue = true;
}
template <typename T>
-PropertyBuffer CreatePropertyBuffer( Vector<T> bufferData, std::string map, int32_t type )
+VertexBuffer CreateVertexBuffer( Vector<T> bufferData, std::string map, int32_t type )
{
Property::Map positionMap;
positionMap[map] = type;
- PropertyBuffer propertyBuffer = PropertyBuffer::New( positionMap );
- propertyBuffer.SetData( bufferData.Begin(), bufferData.Count() );
- return propertyBuffer;
+ VertexBuffer vertexBuffer = VertexBuffer::New( positionMap );
+ vertexBuffer.SetData( bufferData.Begin(), bufferData.Count() );
+ return vertexBuffer;
}
void SetVertexBufferData( MeshInfo& meshInfo, std::string path, std::vector<AccessorInfo>& accessorArray, std::vector<BufferViewInfo>& bufferViewArray, std::vector<BufferInfo>& bufferArray, int32_t accessorIdx, std::string map, int32_t type )
LoadDataFromAccessor( accessorIdx, bufferData, path, accessorArray, bufferViewArray, bufferArray );
SetMeshInfoAndCanonize( meshInfo, bufferData );
- PropertyBuffer propertyBuffer = CreatePropertyBuffer<Vector3>( bufferData, map, type );
- meshInfo.geometry.AddVertexBuffer( propertyBuffer );
+ VertexBuffer vertexBuffer = CreateVertexBuffer<Vector3>( bufferData, map, type );
+ meshInfo.geometry.AddVertexBuffer( vertexBuffer );
}
}
Dali::Vector<T> bufferData;
LoadDataFromAccessor( accessorIdx, bufferData, path, accessorArray, bufferViewArray, bufferArray );
- PropertyBuffer propertyBuffer = CreatePropertyBuffer<T>( bufferData, map, type );
- meshInfo.geometry.AddVertexBuffer( propertyBuffer );
+ VertexBuffer vertexBuffer = CreateVertexBuffer<T>( bufferData, map, type );
+ meshInfo.geometry.AddVertexBuffer( vertexBuffer );
}
}
bufferData[i].z = inputBufferData[i].z;
bufferData[i].w = 1.0;
}
- PropertyBuffer propertyBuffer = CreatePropertyBuffer<Vector4>( bufferData, "aVertexColor", Property::VECTOR4 );
- meshInfo.geometry.AddVertexBuffer( propertyBuffer );
+ VertexBuffer vertexBuffer = CreateVertexBuffer<Vector4>( bufferData, "aVertexColor", Property::VECTOR4 );
+ meshInfo.geometry.AddVertexBuffer( vertexBuffer );
}
else if( accessorArray[accessorIdx].type == "VEC4" )
{
anchorPoint = meshInfo.pivot;
actor.SetProperty( Actor::Property::ANCHOR_POINT, anchorPoint );
- actor.SetSize( Vector3( meshInfo.size.x, meshInfo.size.y, meshInfo.size.z ) );
+ actor.SetProperty( Actor::Property::SIZE, Vector3( meshInfo.size.x, meshInfo.size.y, meshInfo.size.z ) );
actor.AddRenderer( renderer );
- actor.SetScale( scale );
+ actor.SetProperty( Actor::Property::SCALE, scale );
actor.RotateBy( orientation );
- actor.SetPosition( translation );
+ actor.SetProperty( Actor::Property::POSITION, translation );
shader.RegisterProperty( "uLightType", ( scene3dView.GetLightType() & ~Toolkit::Scene3dView::LightType::IMAGE_BASED_LIGHT ) );
shader.RegisterProperty( "uLightVector", scene3dView.GetLightVector() );
else
{
actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- actor.SetPosition( translation );
+ actor.SetProperty( Actor::Property::POSITION, translation );
actor.RotateBy( orientation );
- actor.SetSize( actorSize );
+ actor.SetProperty( Actor::Property::SIZE, actorSize );
}
tempNode = node->GetChild( "camera" );
}
Animation animation = Animation::New( duration );
- Animation::Interpolation interpolation = Animation::Interpolation::Linear;
+ Animation::Interpolation interpolation = Animation::Interpolation::LINEAR;
if( animationInfo.samplerArray[currentChannel.sampler].interpolation == "CUBICSPLINE" )
{
- interpolation = Animation::Interpolation::Cubic;
+ interpolation = Animation::Interpolation::CUBIC;
}
if( animationInfo.samplerArray[currentChannel.sampler].interpolation == "STEP" )
{