*\r
* Licensed under the Apache License, Version 2.0 (the "License");\r
* you may not use this file except in compliance with the License.\r
*\r
* Licensed under the Apache License, Version 2.0 (the "License");\r
* you may not use this file except in compliance with the License.\r
#include <dali-toolkit/devel-api/controls/scene3d-view/scene3d-view.h>\r
#include <dali-toolkit/internal/controls/scene3d-view/gltf-loader.h>\r
#include <dali-toolkit/devel-api/controls/scene3d-view/scene3d-view.h>\r
#include <dali-toolkit/internal/controls/scene3d-view/gltf-loader.h>\r
- CROSS_HORIZONTAL = 0, // Cross horizontal style cube map\r
- ARRAY_HORIZONTAL, // array horizontal style cube map\r
+ CROSS_HORIZONTAL = 0, // Cross horizontal style cube map\r
+ ARRAY_HORIZONTAL, // array horizontal style cube map\r
\r
/**\r
* @copydoc Dali::Toolkit::Scene3dView::New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 scaleFactor )\r
*/\r
\r
/**\r
* @copydoc Dali::Toolkit::Scene3dView::New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 scaleFactor )\r
*/\r
- static Dali::Toolkit::Scene3dView New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 scaleFactor );\r
+ static Dali::Toolkit::Scene3dView New(const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 scaleFactor);\r
/**\r
* @copydoc Dali::Toolkit::Scene3dView::SetLight( Toolkit::Scene3dView::LightType type, Vector3 lightVector, Vector3 lightColor )\r
*/\r
/**\r
* @copydoc Dali::Toolkit::Scene3dView::SetLight( Toolkit::Scene3dView::LightType type, Vector3 lightVector, Vector3 lightColor )\r
*/\r
* near clipping plane = 0.1,\r
* and camera position = Vector3( 0.0, 0.0, 0.0 ).\r
*/\r
* near clipping plane = 0.1,\r
* and camera position = Vector3( 0.0, 0.0, 0.0 ).\r
*/\r
- bool SetDefaultCamera( const Dali::Camera::Type type = Dali::Camera::LOOK_AT_TARGET, const float nearPlane = 0.1, const Vector3 cameraPosition = Vector3( 0.0, 0.0, 0.0 ) );\r
+ bool SetDefaultCamera(const Dali::Camera::Type type = Dali::Camera::LOOK_AT_TARGET, const float nearPlane = 0.1, const Vector3 cameraPosition = Vector3(0.0, 0.0, 0.0));\r
\r
/**\r
* @brief Add new Shader.\r
* Actors can share same Shader if they use same properties.\r
* If a property changes in a shader, then the property of all actors that use the shader change.\r
*/\r
\r
/**\r
* @brief Add new Shader.\r
* Actors can share same Shader if they use same properties.\r
* If a property changes in a shader, then the property of all actors that use the shader change.\r
*/\r
* @brief Get Cropped image buffer.\r
* For each direction, Offset + faceSize must be width or height or less then them.\r
*/\r
* @brief Get Cropped image buffer.\r
* For each direction, Offset + faceSize must be width or height or less then them.\r
*/\r
- uint8_t* GetCroppedBuffer( uint8_t* sourceBuffer, uint32_t bytesPerPixel, uint32_t width, uint32_t height, uint32_t xOffset, uint32_t yOffset, uint32_t xFaceSize, uint32_t yFaceSize );\r
+ uint8_t* GetCroppedBuffer(uint8_t* sourceBuffer, uint32_t bytesPerPixel, uint32_t width, uint32_t height, uint32_t xOffset, uint32_t yOffset, uint32_t xFaceSize, uint32_t yFaceSize);\r
- void SetCubeMap( const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 scaleFactor = Vector4( 1.0, 1.0, 1.0, 1.0 ) );\r
+ void SetCubeMap(const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 scaleFactor = Vector4(1.0, 1.0, 1.0, 1.0));\r
/**\r
* @brief Load 2D texture.\r
* @param[in] imageUrl Image URL of the texture.\r
* @param[in] generateMipmaps If generateMipmaps is true, then generate mipmap of this texture.\r
* @return Texture loaded from imageUrl.\r
*/\r
/**\r
* @brief Load 2D texture.\r
* @param[in] imageUrl Image URL of the texture.\r
* @param[in] generateMipmaps If generateMipmaps is true, then generate mipmap of this texture.\r
* @return Texture loaded from imageUrl.\r
*/\r
std::string mFilePath; // Full file path of scene file\r
\r
std::vector<Shader> mShaderArray; // Shader Array to change properties of scene such as lighting.\r
\r
std::vector<CameraActor> mCameraActorArray; // CameraActer array loaded from scene format file.\r
std::string mFilePath; // Full file path of scene file\r
\r
std::vector<Shader> mShaderArray; // Shader Array to change properties of scene such as lighting.\r
\r
std::vector<CameraActor> mCameraActorArray; // CameraActer array loaded from scene format file.\r
- Toolkit::Scene3dView::LightType mLightType; // Light type\r
- Vector3 mLightVector; // Light position when mLightType is LightType::POINT_LIGHT\r
- // Light direction when mLightType is LightType::DIRECTIONAL_LIGHT\r
- Vector3 mLightColor; // Light color\r
+ Toolkit::Scene3dView::LightType mLightType; // Light type\r
+ Vector3 mLightVector; // Light position when mLightType is LightType::POINT_LIGHT\r
+ // Light direction when mLightType is LightType::DIRECTIONAL_LIGHT\r
+ Vector3 mLightColor; // Light color\r
- Vector4 mIBLScaleFactor; // IBL scaling factor for the IBL rendering\r
- Texture mBRDFTexture; // BRDF texture for the PBR rendering\r
+ Vector4 mIBLScaleFactor; // IBL scaling factor for the IBL rendering\r
+ Texture mBRDFTexture; // BRDF texture for the PBR rendering\r
- // Helpers for public-api forwarding methods\r
-inline const Internal::Scene3dView& GetImpl( const Toolkit::Scene3dView& scene3dView )\r
+// Helpers for public-api forwarding methods\r
+inline const Internal::Scene3dView& GetImpl(const Toolkit::Scene3dView& scene3dView)\r