diff --git a/legacy/evas/src/lib/canvas/evas_map.c b/legacy/evas/src/lib/canvas/evas_map.c index 628dd1acab..7cf559b4be 100644 --- a/legacy/evas/src/lib/canvas/evas_map.c +++ b/legacy/evas/src/lib/canvas/evas_map.c @@ -679,9 +679,14 @@ evas_map_util_zoom(Evas_Map *m, double zoomx, double zoomy, Evas_Coord cx, Evas_ } /** - * XXX + * Rotate the map around 3 axes in 3D * - * xxx + * This will rotate not just around the "Z" axis as in evas_map_util_rotate() + * (which is a convenience call for those only wanting 2D). This will rotate + * around the X, Y and Z axes. The Z axis points "into" the screen with low + * values at the screen and higher values further away. The X axis runs from + * left to right on the screen and the Y axis from top to bottom. Like with + * evas_map_util_rotate(0 you provide a center point to rotate around (in 3D). * * @param m map to change. * @param dx amount of degrees from 0.0 to 360.0 to rotate arount X axis. @@ -690,9 +695,6 @@ evas_map_util_zoom(Evas_Map *m, double zoomx, double zoomy, Evas_Coord cx, Evas_ * @param cx rotation's center horizontal positon. * @param cy rotation's center vertical positon. * @param cz rotation's center vertical positon. - * - * @see evas_map_point_coord_set() - * @see evas_map_util_zoom() */ EAPI void evas_map_util_3d_rotate(Evas_Map *m, double dx, double dy, double dz, @@ -746,14 +748,26 @@ evas_map_util_3d_rotate(Evas_Map *m, double dx, double dy, double dz, } /** - * XXX + * Perform lighting calculations on the given Map * - * xxx + * This is used to apply lighting calculations (from a single light source) + * to a given map. The R, G and B values of each vertex will be modified to + * reflect the lighting based on the lixth point coordinates, the light + * color and the ambient color, and at what angle the map is facing the + * light source. A surface should have its points be declared in a + * clockwise fashion if the face is "facing" towards you (as opposed to + * away from you) as faces have a "logical" side for lighting. * * @param m map to change. * @param lx X coordinate in space of light point * @param ly Y coordinate in space of light point * @param lz Z coordinate in space of light point + * @param lr light red value (0 - 255) + * @param lg light green value (0 - 255) + * @param lb light blue value (0 - 255) + * @param lr ambient color red value (0 - 255) + * @param lg ambient color green value (0 - 255) + * @param lb ambient color blue value (0 - 255) */ EAPI void evas_map_util_3d_lighting(Evas_Map *m, @@ -829,11 +843,26 @@ evas_map_util_3d_lighting(Evas_Map *m, } /** - * XXX + * Apply a perspective transform to the map * - * xxx + * This applies a given perspective (3D) to the map coordinates. X, Y and Z + * values are used. The px and py points specify the "infinite distance" point + * in the 3D conversion (where all lines converge to like when artists draw + * 3D by hand). The @p z0 value specifis the z value at which there is a 1:1 + * mapping between spatial coorinates and screen coordinates. Any points + * on this z value will not have their X and Y values modified in the transform. + * Those further away (Z value higher) will shrink into the distance, and + * those less than this value will expand and become bigger. The @p foc value + * determines the "focal length" of the camera. This is in reality the distance + * between the camera lens plane itself (at or closer than this rendering + * results are undefined) and the "z0" z value. This allows for some "depth" + * control and @p foc must be greater than 0. * * @param m map to change. + * @param px The pespective distance X coordinate + * @param py The pespective distance Y coordinate + * @param z0 The "0" z plane value + * @param foc The focal distance */ EAPI void evas_map_util_3d_perspective(Evas_Map *m, @@ -870,9 +899,12 @@ evas_map_util_3d_perspective(Evas_Map *m, } /** - * XXX + * Get the clockwise state of a map * - * xxx + * This determines if the output points (X and Y. Z is not used) are + * clockwise or anti-clockwise. This can be used for "back-face culling". This + * is where you hide objects that "face away" from you. In this case objects + * that are not clockwise. * * @param m map to query. * @return 1 if clockwise, 0 otherwise