forked from enlightenment/efl
154 lines
5.4 KiB
Plaintext
154 lines
5.4 KiB
Plaintext
class Evas.Canvas3D.Scene (Evas.Canvas3D.Object, Evas.Common_Interface)
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{
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legacy_prefix: null;
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data: Evas_Canvas3D_Scene_Data;
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methods {
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size_set {
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[[Set the resolution of a scene.
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A scene should be rendered to be displayed through an image
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objects. The resolution defines size of the internal surface
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holding the rendered result.
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]]
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params {
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@in w: int; [[Width of the resolution.]]
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@in h: int; [[Height of the resolution.]]
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}
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}
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size_get @const {
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[[Get the internal resolution of a scene.]]
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params {
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@out w: int; [[Pointer to receive width of the resolution.]]
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@out h: int; [[Pointer to receive height of the resolution.]]
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}
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}
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background_color_set {
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[[Set the background color of a scene.
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Background color defines initial color of pixels before a scene
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is rendered. If you want to display a scene with background evas
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objects are still remaining as if it was the background, set
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the alpha term to 0.0.
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Default background color is (0.0, 0.0, 0.0, 0.0).
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]]
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params {
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@in r: Evas_Real; [[Red component of the background color.]]
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@in g: Evas_Real; [[Green component of the background color.]]
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@in b: Evas_Real; [[Blue component of the background color.]]
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@in a: Evas_Real; [[Alpha component of the background color.]]
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}
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}
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background_color_get @const {
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[[Get the background color of a scene.]]
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params {
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@out r: Evas_Real; [[Pointer to receive red component of the background color.]]
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@out g: Evas_Real; [[Pointer to receive green component of the background color.]]
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@out b: Evas_Real; [[Pointer to receive blue component of the background color.]]
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@out a: Evas_Real; [[Pointer to receive alpha component of the background color.]]
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}
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}
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pick @const {
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[[Get information on the most front visible mesh for the given
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position.
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(x, y) is the screen coordinate of the given scene. That is,
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left-top is (0, 0) and right-bottom is (w, h) where (w, h) is
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the size of the scene. The texture coordinate is useful when
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using proxy texture source.
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]]
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return: bool;
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params {
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@in x: Evas_Real; [[X coordinate of the picking position.]]
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@in y: Evas_Real; [[Y coordinate of the picking position.]]
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@out node: Evas.Canvas3D.Node *; [[Pointer to receive the node contains the picked mesh.]]
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@out mesh: Evas.Canvas3D.Mesh *; [[Pointer to receive the picked mesh.]]
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@out s: Evas_Real; [[Pointer to receive the texture "s" coordinate.]]
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@out t: Evas_Real; [[Pointer to receive the texture "t" coordinate.]]
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}
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}
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exist @const {
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[[Search given node in the given position.]]
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return: Evas.Canvas3D.Node *;
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params {
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@in x: Evas_Real; [[X coordinate of the picking position.]]
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@in y: Evas_Real; [[Y coordinate of the picking position.]]
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@in node: Evas.Canvas3D.Node *; [[Node for search.]]
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}
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}
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pick_member_list_get @const {
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[[Get list of the all root members from scene in the given position.]]
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return: list<Evas.Canvas3D.Node *> *;
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params {
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@in x: Evas_Real; [[X coordinate of the picking position.]]
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@in y: Evas_Real; [[Y coordinate of the picking position.]]
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}
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}
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shadows_enable_set {
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[[Enable or disable shadows on given scene
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If shadows_enabled is $true, the objects in the scene can throw
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shadow to another objects located behind them. The depth map used
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for shading. Directed and projective light sources are supported.
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]]
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params {
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@in shadows_enabled: bool; [[Shadows enabled status.]]
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}
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}
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shadows_enable_get @const {
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[[Get shadows enabled status for given scene.]]
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return: bool; [[The shadows enabled status.]]
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}
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color_pick_enable_get @const {
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[[Get status of color picking of the scene.]]
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return: bool;
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}
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color_pick_enable_set {
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[[Set posibility color picking.]]
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return: bool;
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params {
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@in color_pick: bool; [[Posibility flag]]
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}
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}
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@property root_node {
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set {
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[[Set the root node of a scene.]]
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}
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get {
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[[Get the root node of a scene.]]
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}
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values {
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node: Evas.Canvas3D.Node *; [[A node which will be used as a
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root node for the scene.]]
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}
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}
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@property camera_node {
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set {
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[[Set the camera node of a scene.]]
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}
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get {
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[[Get the camera node of a scene.]]
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}
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values {
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node: Evas.Canvas3D.Node *; [[A node which will be used as a
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camera node for the scene.]]
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}
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}
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}
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implements {
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Eo.Base.constructor;
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Evas.Canvas3D.Object.update_notify;
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Evas.Canvas3D.Object.change_notify;
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}
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}
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