forked from enlightenment/efl
evas canvas3d: doc conversion of mesh
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@ -5,524 +5,357 @@ class Evas.Canvas3D.Mesh (Evas.Canvas3D.Object, Evas.Common_Interface, Efl.File)
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methods {
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frame_vertex_data_set {
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/*@
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Set the vertex data of the key frame of the given mesh.
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[[Set the vertex data of the key frame of the given mesh.
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This function make evas read from the given buffer whenever it requires.
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If you want to release the buffer after calling this functions, use
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evas_canvas3d_mesh_frame_vertex_data_copy_set() instead.
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This function make evas read from the given buffer whenever it
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requires. If you want to release the buffer after calling this
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functions, use @.frame_vertex_data_copy_set instead.
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After setting the vertex data, further modifications should be protected
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by map/unmap pair.
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After setting the vertex data, further modifications should be
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protected by map/unmap pair.
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@see evas_canvas3d_mesh_frame_vertex_data_copy_set()
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@see evas_canvas3d_mesh_frame_vertex_data_map()
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@see evas_canvas3d_mesh_frame_vertex_data_unmap()
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@ingroup Evas_Canvas3D_Mesh
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*/
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See also @.frame_vertex_data_map, @.frame_vertex_data_unmap.
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]]
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params {
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@in frame: int; /*@ The number of the key frame. */
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@in attrib: Evas.Canvas3D.Vertex_Attrib; /*@ Vertex attribute ID. */
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@in stride: int; /*@ Stride to go to the next vertex (in bytes). */
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@in data: const(void)*; /*@ Pointer to the vertex data buffer. */
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@in frame: int; [[The number of the key frame.]]
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@in attrib: Evas.Canvas3D.Vertex_Attrib; [[Vertex attribute ID.]]
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@in stride: int; [[Stride to go to the next vertex (in bytes).]]
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@in data: const(void)*; [[Pointer to the vertex data buffer.]]
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}
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}
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frame_vertex_data_copy_set {
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/*@
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Set the vertex data of the key frame of the given mesh by copying from a buffer.
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This function allocates internal vertex buffer and copy from the given
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buffer. So you can release the buffer. If you want to modify the vertex data
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use evas_canvas3d_mesh_frame_vertex_data_map(). After finishing the modifications,
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you should call evas_canvas3d_mesh_frame_vertex_data_unmap().
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[[Set the vertex data of the key frame of the given mesh by copying
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from a buffer. This function allocates internal vertex buffer and
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copy from the given buffer. So you can release the buffer. If you
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want to modify the vertex data use @.frame_vertex_data_map. After
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finishing the modifications, you should call @.frame_vertex_data_unmap.
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@see evas_canvas3d_mesh_frame_vertex_data_set()
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@see evas_canvas3d_mesh_frame_vertex_data_map()
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@see evas_canvas3d_mesh_frame_vertex_data_unmap()
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@ingroup Evas_Canvas3D_Mesh
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*/
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See also @.frame_vertex_data_set.
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]]
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params {
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@in frame: int; /*@ The number of the key frame. */
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@in attrib: Evas.Canvas3D.Vertex_Attrib; /*@ Vertex attribute ID. */
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@in stride: int; /*@ Stride to go to the next vertex (in bytes). */
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@in data: const(void)*; /*@ Pointer to the vertex data buffer. */
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@in frame: int; [[The number of the key frame.]]
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@in attrib: Evas.Canvas3D.Vertex_Attrib; [[Vertex attribute ID.]]
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@in stride: int; [[Stride to go to the next vertex (in bytes).]]
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@in data: const(void)*; [[Pointer to the vertex data buffer.]]
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}
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}
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frame_vertex_data_map {
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/*@
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Map the vertex buffer of the key frame of the given mesh.
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[[Map the vertex buffer of the key frame of the given mesh.
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After manipulating the mapped buffer, evas_canvas3d_mesh_frame_vertex_data_unmap()
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should be called to properly download the data to the engine. If the data
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was set using evas_canvas3d_mesh_frame_vertex_data_set(), pointer to the original
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buffer will be returned. Otherwise, the returned pointer can differ every
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time calling this function.
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@see evas_canvas3d_mesh_frame_vertex_data_unmap()
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@return Starting address of the mapped vertex buffer.
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@ingroup Evas_Canvas3D_Mesh
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*/
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return: void *;
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After manipulating the mapped buffer, @.frame_vertex_data_unmap
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should be called to properly download the data to the engine. If
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the data was set using @.frame_vertex_data_set, pointer to the
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original buffer will be returned. Otherwise, the returned pointer
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can differ every time calling this function.
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]]
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return: void *; [[Starting address of the mapped vertex buffer.]]
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params {
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@in frame: int; /*@ The number of the key frame. */
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@in attrib: Evas.Canvas3D.Vertex_Attrib; /*@ Vertex attribute ID. */
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@in frame: int; [[The number of the key frame.]]
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@in attrib: Evas.Canvas3D.Vertex_Attrib; [[Vertex attribute ID.]]
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}
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}
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frame_vertex_data_unmap {
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/*@
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Unmap the vertex buffer of the key frame of the given mesh.
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@see evas_canvas3d_mesh_frame_vertex_data_map()
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@ingroup Evas_Canvas3D_Mesh
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*/
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[[Unmap the vertex buffer of the key frame of the given mesh.
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See also @.frame_vertex_data_map.
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]]
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params {
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@in frame: int; /*@ The number of the key frame. */
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@in attrib: Evas.Canvas3D.Vertex_Attrib; /*@ Vertex attribute ID. */
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@in frame: int; [[The number of the key frame.]]
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@in attrib: Evas.Canvas3D.Vertex_Attrib; [[Vertex attribute ID.]]
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}
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}
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frame_vertex_stride_get @const {
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/*@
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Get the vertex buffer stride of the key frame of the given mesh.
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[[Get the vertex buffer stride of the key frame of the given mesh.
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This function returns valid stride only when the vertex buffer is mapped.
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If the data was set with evas_canvas3d_mesh_frame_vertex_data_set(), the original
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stride will be returned unchanged.
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@see evas_canvas3d_mesh_frame_vertex_data_map()
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@return Stride to go to the next vertex (in bytes).
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@ingroup Evas_Canvas3D_Mesh
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*/
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return: int;
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This function returns valid stride only when the vertex buffer
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is mapped. If the data was set with @.frame_vertex_data_set, the
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original stride will be returned unchanged.
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]]
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return: int; [[Stride to go to the next vertex (in bytes).]]
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params {
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@in frame: int; /*@ The number of the key frame. */
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@in attrib: Evas.Canvas3D.Vertex_Attrib; /*@ Vertex attribute ID. */
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@in frame: int; [[The number of the key frame.]]
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@in attrib: Evas.Canvas3D.Vertex_Attrib; [[Vertex attribute ID.]]
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}
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}
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index_data_set {
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/*@
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Set the vertex index data of the given mesh.
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[[Set the vertex index data of the given mesh.
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When the index data is set, Evas 3D assembles vertices using the index data.
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If you want to free the data buffer, use evas_canvas3d_mesh_index_data_copy_set().
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Further modifications should be made within map/unmap pair.
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@see evas_canvas3d_mesh_index_data_copy_set()
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@see evas_canvas3d_mesh_index_data_map()
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@see evas_canvas3d_mesh_index_data_unmap()
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@ingroup Evas_Canvas3D_Mesh
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*/
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When the index data is set, Evas 3D assembles vertices using the
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index data. If you want to free the data buffer, use
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@.index_data_copy_set. Further modifications should be made
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within map/unmap pair.
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]]
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params {
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@in format: Evas.Canvas3D.Index_Format; /*@ Vertex index data format. */
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@in count: int; /*@ Vertex index count. */
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@in indices: const(void)*; /*@ Pointer to the index data. */
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@in format: Evas.Canvas3D.Index_Format; [[Vertex index data format.]]
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@in count: int; [[Vertex index count.]]
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@in indices: const(void)*; [[Pointer to the index data.]]
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}
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}
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index_data_copy_set {
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/*@
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Set the vertex index data of the given mesh by copying from a buffer.
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[[Set the vertex index data of the given mesh by copying from a
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buffer.
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This function allocates internal index buffer any copy data from the given
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buffer. Futher modifications can be made within map/unmap pair.
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This function allocates internal index buffer any copy data from
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the given buffer. Futher modifications can be made within
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map/unmap pair.
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@see evas_canvas3d_mesh_index_data_set()
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@ingroup Evas_Canvas3D_Mesh
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*/
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See also @.index_data_set.
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]]
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params {
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@in format: Evas.Canvas3D.Index_Format; /*@ Vertex index data format. */
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@in count: int; /*@ Vertex index count. */
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@in indices: const(void)*; /*@ Pointer to the index data. */
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@in format: Evas.Canvas3D.Index_Format; [[Vertex index data format.]]
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@in count: int; [[Vertex index count.]]
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@in indices: const(void)*; [[Pointer to the index data.]]
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}
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}
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index_format_get @const {
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/*@
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Get the format of the index data of the given mesh.
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[[Get the format of the index data of the given mesh.
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Returns valid format only when the index buffer is mapped. First map the
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index buffer and then query the properties of the mapped buffer. If the index
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data was set by evas_canvas3d_mesh_index_data_set(), the original format will be
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returned. Otherwise the format can differ every time you call the
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evas_canvas3d_mesh_index_data_map() function.
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@see evas_canvas3d_mesh_index_data_map()
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@return Format of the index data.
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@ingroup Evas_Canvas3D_Mesh
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*/
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return: Evas.Canvas3D.Index_Format;
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Returns valid format only when the index buffer is mapped. First
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map the index buffer and then query the properties of the mapped
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buffer. If the index data was set by @.index_data_set, the
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original format will be returned. Otherwise the format can differ
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every time you call the @.index_data_map function.
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]]
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return: Evas.Canvas3D.Index_Format; [[Format of the index data.]]
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}
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index_count_get @const {
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/*@
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Get the count of the index data of the given mesh.
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[[Get the count of the index data of the given mesh.
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This function returns the index count of the last called data_set function.
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@see evas_canvas3d_mesh_index_data_set()
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@see evas_canvas3d_mesh_index_data_copy_set()
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@return Index data count.
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@ingroup Evas_Canvas3D_Mesh
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*/
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return: int;
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This function returns the index count of the last called data_set
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function.
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]]
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return: int; [[Index data count.]]
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}
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index_data_map {
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/*@
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Map the index buffer of the given mesh.
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[[Map the index buffer of the given mesh.
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evas_canvas3d_mesh_index_data_unmap() should be called after modifications. If the
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data was set using evas_canvas3d_mesh_index_data_set(), the original pointer will
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be returned, otherwise, the returned pointer may differ every time you call
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this function.
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@see evas_canvas3d_mesh_index_data_unmap()
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@return Pointer to the mapped buffer.
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@ingroup Evas_Canvas3D_Mesh
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*/
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return: void *;
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@.index_data_unmap should be called after modifications. If the
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data was set using @.index_data_set, the original pointer will
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be returned, otherwise, the returned pointer may differ every
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time you call this function.
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]]
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return: void *; [[Pointer to the mapped buffer.]]
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}
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index_data_unmap {
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/*@
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Unmap the index buffer of the given mesh.
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[[Unmap the index buffer of the given mesh.
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@see evas_canvas3d_mesh_index_data_map()
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@ingroup Evas_Canvas3D_Mesh
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*/
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See also @.index_data_map.
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]]
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}
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frame_add {
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/*@
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Add a key frame to the given mesh.
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@param mesh The given mesh.
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@param frame The number of the key frame to be added.
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[[Add a key frame to the given mesh.
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If specified frame is already exist, error message will be generated.
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@ingroup Evas_Canvas3D_Mesh
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*/
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]]
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params {
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@in frame: int; /*@ The number of the key frame to be added. */
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@in frame: int; [[The number of the key frame to be added.]]
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}
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}
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frame_del {
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/*@
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Delete a key frame from the given mesh.
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@param mesh The given mesh.
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@param frame The number of the key frame to be deleted.
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@see evas_canvas3d_mesh_frame_add()
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@ingroup Evas_Canvas3D_Mesh
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*/
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[[Delete a key frame from the given mesh.]]
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params {
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@in frame: int; /*@ The number of the key frame to be added. */
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@in frame: int; [[The number of the key frame to be added.]]
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}
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}
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fog_color_set {
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/*@
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Set the fog color and density for the given mesh.
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@ingroup Evas_Canvas3D_Mesh
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*/
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[[Set the fog color and density for the given mesh.]]
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params {
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@in r: Evas_Real; /*@ The red component of the fog color.*/
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@in g: Evas_Real; /*@ The green component of the fog color.*/
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@in b: Evas_Real; /*@ The blue component of the fog color.*/
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@in a: Evas_Real; /*@ The transparency of fog.*/
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@in r: Evas_Real; [[The red component of the fog color.]]
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@in g: Evas_Real; [[The green component of the fog color.]]
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@in b: Evas_Real; [[The blue component of the fog color.]]
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@in a: Evas_Real; [[The transparency of fog.]]
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}
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}
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fog_color_get {
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/*@
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Set the fog color and density for the given mesh.
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@ingroup Evas_Canvas3D_Mesh
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*/
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[[Set the fog color and density for the given mesh.]]
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params {
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@out r: Evas_Real; /*@ Pointer to receive red component of the fog color.*/
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@out g: Evas_Real; /*@ Pointer to receive green component of the fog color.*/
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@out b: Evas_Real; /*@ Pointer to receive blue component of the fog color.*/
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@out a: Evas_Real; /*@ Pointer to receive transparency of fog.*/
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@out r: Evas_Real; [[Pointer to receive red component of the fog color.]]
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@out g: Evas_Real; [[Pointer to receive green component of the fog color.]]
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@out b: Evas_Real; [[Pointer to receive blue component of the fog color.]]
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@out a: Evas_Real; [[Pointer to receive transparency of fog.]]
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}
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}
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blending_func_set {
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/*@
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Set the blending function for given mesh
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@ingroup Evas_Canvas3D_Mesh
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*/
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[[Set the blending function for given mesh.]]
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params {
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@in sfactor: Evas.Canvas3D.Blend_Func; /*@ Specifies how the red, green, blue, and alpha source blending factors are computed.*/
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@in dfactor: Evas.Canvas3D.Blend_Func; /*@ Specifies how the red, green, blue, and alpha destination blending factors are computed.*/
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@in sfactor: Evas.Canvas3D.Blend_Func; [[Specifies how the red, green, blue,
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and alpha source blending factors
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are computed.
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]]
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@in dfactor: Evas.Canvas3D.Blend_Func; [[Specifies how the red, green, blue,
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and alpha destination blending
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factors are computed.
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]]
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}
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}
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blending_func_get {
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/*@
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Get blending blending function for given mesh
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@see eavs_3d_mesh_blending_func_set()
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@ingroup Evas_Canvas3D_Mesh
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*/
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[[Get blending blending function for given mesh.]]
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params {
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@out sfactor: Evas.Canvas3D.Blend_Func; /*@ Pointer to receive source blendin factors key.*/
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@out dfactor: Evas.Canvas3D.Blend_Func; /*@ Pointer to receive destination blendin factors key.*/
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@out sfactor: Evas.Canvas3D.Blend_Func; [[Pointer to receive source blendin factors key.]]
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@out dfactor: Evas.Canvas3D.Blend_Func; [[Pointer to receive destination blendin factors key.]]
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}
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}
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from_primitive_set {
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/*@
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Set the data of given mesh frame from the given primitive
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@ingroup Evas_Canvas3D_Mesh
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*/
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[[Set the data of given mesh frame from the given primitive.]]
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params {
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@in frame: int; /*@ Specifies data of which frame of given mesh will be set.*/
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@in primitive: Evas.Canvas3D.Primitive *; /*@ Specifies which data will be set.*/
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@in frame: int; [[Specifies data of which frame of given mesh will be set.]]
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@in primitive: Evas.Canvas3D.Primitive *; [[Specifies which data will be set.]]
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}
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}
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@property shade_mode {
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set {
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/*@
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* Set the shade mode of the given mesh.
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*
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* Default shade mode is EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR.
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*
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* @ingroup Evas_Canvas3D_Mesh
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*/
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[[Set the shade mode of the given mesh.
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Default shade mode is EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR.
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]]
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}
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get {
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/*@
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* Get the shade mode of the given mesh.
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*
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* @see eavs_3d_mesh_shade_mode_set()
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*
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* @ingroup Evas_Canvas3D_Mesh
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*/
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[[Get the shade mode of the given mesh.]]
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}
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values {
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mode: Evas.Canvas3D.Shade_Mode; /*@ The shade mode.*/
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mode: Evas.Canvas3D.Shade_Mode; [[The shade mode.]]
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}
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}
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@property color_pick_enable {
|
||||
set {
|
||||
/*@
|
||||
* Set posibility color picking.
|
||||
*
|
||||
* @ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
[[Set posibility color picking.]]
|
||||
}
|
||||
get {
|
||||
/*@
|
||||
* Get status of color picking of the mesh.
|
||||
*
|
||||
* @see color_pick_enable_set()
|
||||
*
|
||||
* @ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
[[Get status of color picking of the mesh.]]
|
||||
}
|
||||
values {
|
||||
enabled: bool; /*@ Posibility flag */
|
||||
enabled: bool; [[Posibility flag.]]
|
||||
}
|
||||
}
|
||||
@property vertex_count {
|
||||
set {
|
||||
/*@
|
||||
* Set the vertex count of the given mesh.
|
||||
*
|
||||
* Each key frame should have same vertex count to be properly interpolated.
|
||||
* Key frames have their own vertex data and the data should have more vertices
|
||||
* than the mesh's vertex count.
|
||||
[[Set the vertex count of the given mesh.
|
||||
|
||||
* Default vertex count is 0.
|
||||
Each key frame should have same vertex count to be properly
|
||||
interpolated. Key frames have their own vertex data and the
|
||||
data should have more vertices than the mesh's vertex count.
|
||||
|
||||
* @ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
}
|
||||
get {
|
||||
/*@
|
||||
* Get the vertex count of the given mesh.
|
||||
*
|
||||
* @see evas_canvas3d_mesh_vertex_count_set()
|
||||
*
|
||||
* @ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
}
|
||||
values {
|
||||
count: uint; /*@ Vertex count.*/
|
||||
}
|
||||
Default vertex count is 0.
|
||||
]]
|
||||
}
|
||||
get {
|
||||
[[Get the vertex count of the given mesh.]]
|
||||
}
|
||||
values {
|
||||
count: uint; [[Vertex count.]]
|
||||
}
|
||||
}
|
||||
@property fog_enable {
|
||||
set {
|
||||
/*@
|
||||
* Enable or disable fog effect for given mesh.
|
||||
*
|
||||
* Default fog is disabled.
|
||||
*
|
||||
* @ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
[[Enable or disable fog effect for given mesh.
|
||||
|
||||
Default fog is disabled.
|
||||
]]
|
||||
}
|
||||
get {
|
||||
/*@
|
||||
* Get the enable status of fog effect for given mesh
|
||||
*
|
||||
* @see fog_enable_set()
|
||||
*
|
||||
* @ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
[[Get the enable status of fog effect for given mesh.]]
|
||||
}
|
||||
values {
|
||||
enabled: bool; /*@ Fog enabled status.*/
|
||||
enabled: bool; [[Fog enabled status.]]
|
||||
}
|
||||
}
|
||||
|
||||
@property alpha_test_enable {
|
||||
set {
|
||||
/*@
|
||||
* Get the enable status of alpha test for given mesh
|
||||
*
|
||||
* Default alpha test disabled.
|
||||
*
|
||||
* @ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
[[Get the enable status of alpha test for given mesh.
|
||||
|
||||
Default alpha test disabled.
|
||||
]]
|
||||
}
|
||||
get {
|
||||
/*@
|
||||
* Get the enable status of alpha test for given mesh
|
||||
*
|
||||
* @see alpha_test_enable_set()
|
||||
*
|
||||
* @ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
[[Get the enable status of alpha test for given mesh.]]
|
||||
}
|
||||
values {
|
||||
enabled: bool; /*@ Alpha test status.*/
|
||||
enabled: bool; [[The alpha test status.]]
|
||||
}
|
||||
}
|
||||
|
||||
@property alpha_func {
|
||||
set {
|
||||
/*@
|
||||
* The alpha test discards fragments depending on the outcome of a comparison
|
||||
* between an incoming fragment's alpha value and a constant reference value
|
||||
* This func specifies the reference value and the comparison function.
|
||||
*
|
||||
* @ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
[[Set the alpha func.
|
||||
|
||||
The alpha test discards fragments depending on the outcome of
|
||||
a comparison between an incoming fragment's alpha value and a
|
||||
constant reference value. This func specifies the reference
|
||||
value and the comparison function.
|
||||
]]
|
||||
}
|
||||
get {
|
||||
/*@
|
||||
* Get the reference value and the comparison function for alpha testing
|
||||
*
|
||||
* @see eavs_3d_mesh_alpha_test_param_set()
|
||||
*
|
||||
* @ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
[[Get the reference value and the comparison function for alpha
|
||||
testing.
|
||||
]]
|
||||
}
|
||||
values {
|
||||
comparison_func: Evas.Canvas3D.Comparison; /*@ Specifies the alpha comparison function.*/
|
||||
ref_value: Evas_Real; /*@ Specifies the reference value that incoming alpha values are compared to.*/
|
||||
comparison_func: Evas.Canvas3D.Comparison; [[The alpha comparison function.]]
|
||||
ref_value: Evas_Real; [[The reference value that incoming alpha values are compared to.]]
|
||||
}
|
||||
}
|
||||
|
||||
@property blending_enable {
|
||||
set {
|
||||
/*@
|
||||
* Enable or disable blending for given mesh.
|
||||
*
|
||||
* Default blending disabled.
|
||||
*
|
||||
* @ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
[[Enable or disable blending for given mesh.]]
|
||||
}
|
||||
get {
|
||||
/*@
|
||||
* Get blending enable status for given mesh.
|
||||
*
|
||||
* @see eavs_3d_mesh_blending_enable_set()
|
||||
*
|
||||
* @ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
[[Get whether blending is enabled for the mesh.]]
|
||||
}
|
||||
values {
|
||||
blending: bool; /*@ The blending state.*/
|
||||
blending: bool; [[The blending state.]]
|
||||
}
|
||||
}
|
||||
|
||||
@property frame_material {
|
||||
set {
|
||||
/*@
|
||||
Set the material of the key frame of the given mesh.
|
||||
[[Set the material of the key frame of the given mesh.
|
||||
|
||||
Setting different materials for each key frame is useful for doing animations
|
||||
like GIF images or color changing animationas.
|
||||
|
||||
@ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
Setting different materials for each key frame is useful for
|
||||
doing animations like GIF images or color changing animations.
|
||||
]]
|
||||
}
|
||||
get {
|
||||
/*@
|
||||
Get the material of the key frame of the given mesh.
|
||||
|
||||
@see evas_canvas3d_mesh_frame_material_set()
|
||||
|
||||
@ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
[[Get the material of the key frame of the given mesh.]]
|
||||
}
|
||||
keys {
|
||||
frame: int; /*@ The number of the key frame.*/
|
||||
frame: int; [[The number of the key frame.]]
|
||||
}
|
||||
values {
|
||||
material: Evas.Canvas3D.Material *; /*@ The material to be set to the key frame.*/
|
||||
material: Evas.Canvas3D.Material *; [[The material to be set to the key frame.]]
|
||||
}
|
||||
}
|
||||
|
||||
@property vertex_assembly {
|
||||
set {
|
||||
/*@
|
||||
Set the vertex assembly of the given mesh.
|
||||
[[Set the vertex assembly of the given mesh.
|
||||
|
||||
Vertex assembly defines how the engine organizes vertices into geometric
|
||||
primitives.
|
||||
Vertex assembly defines how the engine organizes vertices into
|
||||
geometric primitives.
|
||||
|
||||
Default vertex assembly is EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES.
|
||||
|
||||
@ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
]]
|
||||
}
|
||||
get {
|
||||
/*@
|
||||
Get the vertex assembly of the given mesh.
|
||||
|
||||
@see evas_canvas3d_mesh_vertex_assembly_set()
|
||||
|
||||
@return The vertex assembly.
|
||||
|
||||
@ingroup Evas_Canvas3D_Mesh
|
||||
*/
|
||||
[[Get the vertex assembly of the given mesh.]]
|
||||
}
|
||||
values {
|
||||
assembly: Evas.Canvas3D.Vertex_Assembly; /*@ Vertex assembly.*/
|
||||
assembly: Evas.Canvas3D.Vertex_Assembly; [[The vertex assembly.]]
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue