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1<?xml version="1.0"?>
2<!DOCTYPE refentry PUBLIC "-//OASIS//DTD DocBook XML V4.1.2//EN"
3 "http://www.oasis-open.org/docbook/xml/4.1.2/docbookx.dtd">
4<refentry id="libg3d-face">
5<refmeta>
6<refentrytitle role="top_of_page" id="libg3d-face.top_of_page">face</refentrytitle>
7<manvolnum>3</manvolnum>
8<refmiscinfo>LIBG3D Library</refmiscinfo>
9</refmeta>
10
11<refnamediv>
12<refname>face</refname>
13<refpurpose>Face manipulation</refpurpose>
14<!--[<xref linkend="desc" endterm="desc.title"/>]-->
15</refnamediv>
16
17<refsynopsisdiv id="libg3d-face.synopsis" role="synopsis">
18<title role="synopsis.title">Synopsis</title>
19
20<synopsis>
21
22#include &lt;g3d/face.h&gt;
23
24#define <link linkend="G3D-FLAG-MAT-TWOSIDE:CAPS">G3D_FLAG_MAT_TWOSIDE</link>
25#define <link linkend="G3D-FLAG-FAC-NORMALS:CAPS">G3D_FLAG_FAC_NORMALS</link>
26#define <link linkend="G3D-FLAG-FAC-TEXMAP:CAPS">G3D_FLAG_FAC_TEXMAP</link>
27 <link linkend="G3DFace">G3DFace</link>;
28<link linkend="gboolean">gboolean</link> <link linkend="g3d-face-get-normal">g3d_face_get_normal</link> (<link linkend="G3DFace">G3DFace</link> *face,
29 <link linkend="G3DObject">G3DObject</link> *object,
30 <link linkend="G3DFloat">G3DFloat</link> *nx,
31 <link linkend="G3DFloat">G3DFloat</link> *ny,
32 <link linkend="G3DFloat">G3DFloat</link> *nz);
33<link linkend="void">void</link> <link linkend="g3d-face-free">g3d_face_free</link> (<link linkend="G3DFace">G3DFace</link> *face);
34</synopsis>
35</refsynopsisdiv>
36
37
38
39
40
41
42
43
44
45<refsect1 id="libg3d-face.description" role="desc">
46<title role="desc.title">Description</title>
47<para>
48A face is plane bordered by at least 3 vertices.</para>
49<para>
50
51</para>
52</refsect1>
53
54<refsect1 id="libg3d-face.details" role="details">
55<title role="details.title">Details</title>
56<refsect2 id="G3D-FLAG-MAT-TWOSIDE:CAPS" role="macro">
57<title>G3D_FLAG_MAT_TWOSIDE</title>
58<indexterm zone="G3D-FLAG-MAT-TWOSIDE:CAPS"><primary>G3D_FLAG_MAT_TWOSIDE</primary></indexterm><programlisting>#define G3D_FLAG_MAT_TWOSIDE (1L &lt;&lt; 0)
59</programlisting>
60<para>
61Faces using this material should be rendered two-sided as the direction
62is unknown.</para>
63<para>
64
65</para></refsect2>
66<refsect2 id="G3D-FLAG-FAC-NORMALS:CAPS" role="macro">
67<title>G3D_FLAG_FAC_NORMALS</title>
68<indexterm zone="G3D-FLAG-FAC-NORMALS:CAPS"><primary>G3D_FLAG_FAC_NORMALS</primary></indexterm><programlisting>#define G3D_FLAG_FAC_NORMALS (1L &lt;&lt; 0)
69</programlisting>
70<para>
71The face has custom normals.</para>
72<para>
73
74</para></refsect2>
75<refsect2 id="G3D-FLAG-FAC-TEXMAP:CAPS" role="macro">
76<title>G3D_FLAG_FAC_TEXMAP</title>
77<indexterm zone="G3D-FLAG-FAC-TEXMAP:CAPS"><primary>G3D_FLAG_FAC_TEXMAP</primary></indexterm><programlisting>#define G3D_FLAG_FAC_TEXMAP (1L &lt;&lt; 1)
78</programlisting>
79<para>
80The face has a texture map and texture coordinates.</para>
81<para>
82
83</para></refsect2>
84<refsect2 id="G3DFace" role="struct">
85<title>G3DFace</title>
86<indexterm zone="G3DFace"><primary>G3DFace</primary></indexterm><programlisting>typedef struct {
87 guint32 vertex_count;
88 guint32 *vertex_indices;
89
90 G3DMaterial *material;
91
92 guint32 flags;
93
94 G3DVector *normals;
95
96 G3DImage *tex_image;
97 guint32 tex_vertex_count;
98 G3DVector *tex_vertex_data;
99} G3DFace;
100</programlisting>
101<para>
102An object representing a surface.</para>
103<para>
104
105</para><variablelist role="struct">
106<varlistentry>
107<term><link linkend="guint32">guint32</link>&nbsp;<structfield>vertex_count</structfield>;</term>
108<listitem><simpara> number of vertices
109</simpara></listitem>
110</varlistentry>
111<varlistentry>
112<term><link linkend="guint32">guint32</link>&nbsp;*<structfield>vertex_indices</structfield>;</term>
113<listitem><simpara> indices of vertices in <link linkend="G3DObject"><type>G3DObject</type></link>
114</simpara></listitem>
115</varlistentry>
116<varlistentry>
117<term><link linkend="G3DMaterial">G3DMaterial</link>&nbsp;*<structfield>material</structfield>;</term>
118<listitem><simpara> material to use for surface
119</simpara></listitem>
120</varlistentry>
121<varlistentry>
122<term><link linkend="guint32">guint32</link>&nbsp;<structfield>flags</structfield>;</term>
123<listitem><simpara> flags
124</simpara></listitem>
125</varlistentry>
126<varlistentry>
127<term><link linkend="G3DVector">G3DVector</link>&nbsp;*<structfield>normals</structfield>;</term>
128<listitem><simpara> optional normal array (one vector - 3 <link linkend="G3DVector"><type>G3DVector</type></link> values - for each
129 vertex)
130</simpara></listitem>
131</varlistentry>
132<varlistentry>
133<term><link linkend="G3DImage">G3DImage</link>&nbsp;*<structfield>tex_image</structfield>;</term>
134<listitem><simpara> optional texture image
135</simpara></listitem>
136</varlistentry>
137<varlistentry>
138<term><link linkend="guint32">guint32</link>&nbsp;<structfield>tex_vertex_count</structfield>;</term>
139<listitem><simpara> number of texture vertices, should be 0 or match
140 vertex_count
141</simpara></listitem>
142</varlistentry>
143<varlistentry>
144<term><link linkend="G3DVector">G3DVector</link>&nbsp;*<structfield>tex_vertex_data</structfield>;</term>
145<listitem><simpara> array of texture vertices
146</simpara></listitem>
147</varlistentry>
148</variablelist></refsect2>
149<refsect2 id="g3d-face-get-normal" role="function">
150<title>g3d_face_get_normal ()</title>
151<indexterm zone="g3d-face-get-normal"><primary>g3d_face_get_normal</primary></indexterm><programlisting><link linkend="gboolean">gboolean</link> g3d_face_get_normal (<link linkend="G3DFace">G3DFace</link> *face,
152 <link linkend="G3DObject">G3DObject</link> *object,
153 <link linkend="G3DFloat">G3DFloat</link> *nx,
154 <link linkend="G3DFloat">G3DFloat</link> *ny,
155 <link linkend="G3DFloat">G3DFloat</link> *nz);</programlisting>
156<para>
157calculates the normal of a face.</para>
158<para>
159
160</para><variablelist role="params">
161<varlistentry><term><parameter>face</parameter>&nbsp;:</term>
162<listitem><simpara> face to calculate normal of
163</simpara></listitem></varlistentry>
164<varlistentry><term><parameter>object</parameter>&nbsp;:</term>
165<listitem><simpara> object containing vertices of face
166</simpara></listitem></varlistentry>
167<varlistentry><term><parameter>nx</parameter>&nbsp;:</term>
168<listitem><simpara> x component of resulting normal
169</simpara></listitem></varlistentry>
170<varlistentry><term><parameter>ny</parameter>&nbsp;:</term>
171<listitem><simpara> y component of resulting normal
172</simpara></listitem></varlistentry>
173<varlistentry><term><parameter>nz</parameter>&nbsp;:</term>
174<listitem><simpara> z component of resulting normal
175</simpara></listitem></varlistentry>
176<varlistentry><term><emphasis>Returns</emphasis>&nbsp;:</term><listitem><simpara> TRUE on success, FALSE else
177</simpara></listitem></varlistentry>
178</variablelist></refsect2>
179<refsect2 id="g3d-face-free" role="function">
180<title>g3d_face_free ()</title>
181<indexterm zone="g3d-face-free"><primary>g3d_face_free</primary></indexterm><programlisting><link linkend="void">void</link> g3d_face_free (<link linkend="G3DFace">G3DFace</link> *face);</programlisting>
182<para>
183Frees all memory allocated for this face.</para>
184<para>
185
186</para><variablelist role="params">
187<varlistentry><term><parameter>face</parameter>&nbsp;:</term>
188<listitem><simpara> the face to free
189</simpara></listitem></varlistentry>
190</variablelist></refsect2>
191
192</refsect1>
193
194
195
196
197</refentry>