#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
// EXTERNAL INCLUDES
+#include <math.h>
#include <dali/public-api/actors/mesh-actor.h>
-#include <dali/public-api/geometry/animatable-mesh.h>
+#include <dali/public-api/animation/active-constraint.h>
#include <dali/public-api/animation/constraint.h>
+#include <dali/public-api/geometry/animatable-mesh.h>
#include <dali/public-api/shader-effects/shader-effect.h>
#include <dali/public-api/math/vector3.h>
-#include <math.h>
-
namespace Dali
{
}
meshActor = Dali::MeshActor::New(mesh);
- meshActor.SetAffectedByLighting(false);
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( "", MESH_FRAGMENT_SHADER,
GEOMETRY_TYPE_UNTEXTURED_MESH,
for( size_t i=0;i<NUM_LAYERS;i++ )
{
size_t j=i*4;
- mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+2, AnimatableVertex::POSITION ),
+ mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+2, AnimatableVertex::Property::POSITION ),
Source(meshActor, bouncePropertyIndex),
VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
- mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+3, AnimatableVertex::POSITION),
+ mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+3, AnimatableVertex::Property::POSITION),
Source(meshActor, bouncePropertyIndex),
VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
}