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import evas_types;
class Evas.Canvas3D.Camera (Evas.Canvas3D.Object)
{
data: Evas_Canvas3D_Camera_Data;
methods {
projection_matrix_set {
[[Set the projection matrix of the given camera.
Default projection matrix is identity matrix.
See also @.projection_perspective_set, @.projection_ortho_set and @.projection_frustum_set.]]
params {
@in matrix: const(Evas.Real)*; [[Projection Matrix]]
}
}
projection_matrix_get @const {
[[Get the projection matrix of the given camera.
See also @.projection_matrix_set.]]
params {
@out matrix: Evas.Real; [[Projection Matrix]]
}
}
projection_perspective_set {
[[Set the projection matrix of the given camera with perspective projection.
See also @.projection_matrix_set.]]
params {
fovy: Evas.Real; [[Field of view angle in Y direction.]]
aspect: Evas.Real; [[Aspect ratio.]]
dnear: Evas.Real; [[Distance to near clipping plane.]]
dfar: Evas.Real; [[Distance to far clipping plane.]]
}
}
projection_frustum_set {
[[Set the projection matrix of the given camera with frustum projection.
See also @.projection_matrix_set.]]
params {
left: Evas.Real; [[Left X coordinate of the near clipping plane.]]
right: Evas.Real; [[Right X coordinate of the near clipping plane..]]
bottom: Evas.Real; [[Bottom Y coordinate of the near clipping plane.]]
top: Evas.Real; [[Top Y coordinate of the near clipping plane]]
dnear: Evas.Real; [[Distance to near clipping plane.]]
dfar: Evas.Real; [[Distance to far clipping plane.]]
}
}
projection_ortho_set {
[[Set the projection matrix of the given camera with orthogonal projection.
See also @.projection_matrix_set.]]
params {
left: Evas.Real; [[Left X coordinate of the near clipping plane.]]
right: Evas.Real; [[Right X coordinate of the near clipping plane..]]
bottom: Evas.Real; [[Bottom Y coordinate of the near clipping plane.]]
top: Evas.Real; [[Top Y coordinate of the near clipping plane]]
dnear: Evas.Real; [[Distance to near clipping plane.]]
dfar: Evas.Real; [[Distance to far clipping plane.]]
}
}
node_visible_get {
[[Check is bounding sphere of given node inside frustum of camera node.
If the nodes are $null or nodes type mismatch error wrong type of nodes will be generated and returned $false.]]
return: bool; [[$true in frustum, $false otherwise]]
params {
@in camera_node: Evas.Canvas3D.Node; [[The given camera node.]]
@in node: Evas.Canvas3D.Node; [[The given node.]]
@in key: Evas.Canvas3D.Frustum_Mode;
}
}
}
implements {
Efl.Object.constructor;
Efl.Object.destructor;
Evas.Canvas3D.Object.update_notify;
Evas.Canvas3D.Object.change_notify;
}
}
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