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<?xml version="1.0"?>
<!DOCTYPE refentry PUBLIC "-//OASIS//DTD DocBook XML V4.1.2//EN"
               "http://www.oasis-open.org/docbook/xml/4.1.2/docbookx.dtd">
<refentry id="libg3d-face">
<refmeta>
<refentrytitle role="top_of_page" id="libg3d-face.top_of_page">face</refentrytitle>
<manvolnum>3</manvolnum>
<refmiscinfo>LIBG3D Library</refmiscinfo>
</refmeta>

<refnamediv>
<refname>face</refname>
<refpurpose>Face manipulation</refpurpose>
<!--[<xref linkend="desc" endterm="desc.title"/>]-->
</refnamediv>

<refsynopsisdiv id="libg3d-face.synopsis" role="synopsis">
<title role="synopsis.title">Synopsis</title>

<synopsis>

#include &lt;g3d/face.h&gt;

#define             <link linkend="G3D-FLAG-MAT-TWOSIDE:CAPS">G3D_FLAG_MAT_TWOSIDE</link>
#define             <link linkend="G3D-FLAG-FAC-NORMALS:CAPS">G3D_FLAG_FAC_NORMALS</link>
#define             <link linkend="G3D-FLAG-FAC-TEXMAP:CAPS">G3D_FLAG_FAC_TEXMAP</link>
                    <link linkend="G3DFace">G3DFace</link>;
<link linkend="gboolean">gboolean</link>            <link linkend="g3d-face-get-normal">g3d_face_get_normal</link>                 (<link linkend="G3DFace">G3DFace</link> *face,
                                                         <link linkend="G3DObject">G3DObject</link> *object,
                                                         <link linkend="G3DFloat">G3DFloat</link> *nx,
                                                         <link linkend="G3DFloat">G3DFloat</link> *ny,
                                                         <link linkend="G3DFloat">G3DFloat</link> *nz);
<link linkend="void">void</link>                <link linkend="g3d-face-free">g3d_face_free</link>                       (<link linkend="G3DFace">G3DFace</link> *face);
</synopsis>
</refsynopsisdiv>









<refsect1 id="libg3d-face.description" role="desc">
<title role="desc.title">Description</title>
<para>
A face is plane bordered by at least 3 vertices.</para>
<para>

</para>
</refsect1>

<refsect1 id="libg3d-face.details" role="details">
<title role="details.title">Details</title>
<refsect2 id="G3D-FLAG-MAT-TWOSIDE:CAPS" role="macro">
<title>G3D_FLAG_MAT_TWOSIDE</title>
<indexterm zone="G3D-FLAG-MAT-TWOSIDE:CAPS"><primary>G3D_FLAG_MAT_TWOSIDE</primary></indexterm><programlisting>#define G3D_FLAG_MAT_TWOSIDE    (1L &lt;&lt; 0)
</programlisting>
<para>
Faces using this material should be rendered two-sided as the direction
is unknown.</para>
<para>

</para></refsect2>
<refsect2 id="G3D-FLAG-FAC-NORMALS:CAPS" role="macro">
<title>G3D_FLAG_FAC_NORMALS</title>
<indexterm zone="G3D-FLAG-FAC-NORMALS:CAPS"><primary>G3D_FLAG_FAC_NORMALS</primary></indexterm><programlisting>#define G3D_FLAG_FAC_NORMALS    (1L &lt;&lt; 0)
</programlisting>
<para>
The face has custom normals.</para>
<para>

</para></refsect2>
<refsect2 id="G3D-FLAG-FAC-TEXMAP:CAPS" role="macro">
<title>G3D_FLAG_FAC_TEXMAP</title>
<indexterm zone="G3D-FLAG-FAC-TEXMAP:CAPS"><primary>G3D_FLAG_FAC_TEXMAP</primary></indexterm><programlisting>#define G3D_FLAG_FAC_TEXMAP     (1L &lt;&lt; 1)
</programlisting>
<para>
The face has a texture map and texture coordinates.</para>
<para>

</para></refsect2>
<refsect2 id="G3DFace" role="struct">
<title>G3DFace</title>
<indexterm zone="G3DFace"><primary>G3DFace</primary></indexterm><programlisting>typedef struct {
	guint32 vertex_count;
	guint32 *vertex_indices;

	G3DMaterial *material;

	guint32 flags;

	G3DVector *normals;

	G3DImage *tex_image;
	guint32 tex_vertex_count;
	G3DVector *tex_vertex_data;
} G3DFace;
</programlisting>
<para>
An object representing a surface.</para>
<para>

</para><variablelist role="struct">
<varlistentry>
<term><link linkend="guint32">guint32</link>&nbsp;<structfield>vertex_count</structfield>;</term>
<listitem><simpara> number of vertices
</simpara></listitem>
</varlistentry>
<varlistentry>
<term><link linkend="guint32">guint32</link>&nbsp;*<structfield>vertex_indices</structfield>;</term>
<listitem><simpara> indices of vertices in <link linkend="G3DObject"><type>G3DObject</type></link>
</simpara></listitem>
</varlistentry>
<varlistentry>
<term><link linkend="G3DMaterial">G3DMaterial</link>&nbsp;*<structfield>material</structfield>;</term>
<listitem><simpara> material to use for surface
</simpara></listitem>
</varlistentry>
<varlistentry>
<term><link linkend="guint32">guint32</link>&nbsp;<structfield>flags</structfield>;</term>
<listitem><simpara> flags
</simpara></listitem>
</varlistentry>
<varlistentry>
<term><link linkend="G3DVector">G3DVector</link>&nbsp;*<structfield>normals</structfield>;</term>
<listitem><simpara> optional normal array (one vector - 3 <link linkend="G3DVector"><type>G3DVector</type></link> values - for each
  vertex)
</simpara></listitem>
</varlistentry>
<varlistentry>
<term><link linkend="G3DImage">G3DImage</link>&nbsp;*<structfield>tex_image</structfield>;</term>
<listitem><simpara> optional texture image
</simpara></listitem>
</varlistentry>
<varlistentry>
<term><link linkend="guint32">guint32</link>&nbsp;<structfield>tex_vertex_count</structfield>;</term>
<listitem><simpara> number of texture vertices, should be 0 or match
  vertex_count
</simpara></listitem>
</varlistentry>
<varlistentry>
<term><link linkend="G3DVector">G3DVector</link>&nbsp;*<structfield>tex_vertex_data</structfield>;</term>
<listitem><simpara> array of texture vertices
</simpara></listitem>
</varlistentry>
</variablelist></refsect2>
<refsect2 id="g3d-face-get-normal" role="function">
<title>g3d_face_get_normal ()</title>
<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,
                                                         <link linkend="G3DObject">G3DObject</link> *object,
                                                         <link linkend="G3DFloat">G3DFloat</link> *nx,
                                                         <link linkend="G3DFloat">G3DFloat</link> *ny,
                                                         <link linkend="G3DFloat">G3DFloat</link> *nz);</programlisting>
<para>
calculates the normal of a face.</para>
<para>

</para><variablelist role="params">
<varlistentry><term><parameter>face</parameter>&nbsp;:</term>
<listitem><simpara> face to calculate normal of
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>object</parameter>&nbsp;:</term>
<listitem><simpara> object containing vertices of face
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>nx</parameter>&nbsp;:</term>
<listitem><simpara> x component of resulting normal
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>ny</parameter>&nbsp;:</term>
<listitem><simpara> y component of resulting normal
</simpara></listitem></varlistentry>
<varlistentry><term><parameter>nz</parameter>&nbsp;:</term>
<listitem><simpara> z component of resulting normal
</simpara></listitem></varlistentry>
<varlistentry><term><emphasis>Returns</emphasis>&nbsp;:</term><listitem><simpara> TRUE on success, FALSE else
</simpara></listitem></varlistentry>
</variablelist></refsect2>
<refsect2 id="g3d-face-free" role="function">
<title>g3d_face_free ()</title>
<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>
<para>
Frees all memory allocated for this face.</para>
<para>

</para><variablelist role="params">
<varlistentry><term><parameter>face</parameter>&nbsp;:</term>
<listitem><simpara> the face to free
</simpara></listitem></varlistentry>
</variablelist></refsect2>

</refsect1>




</refentry>