mirror of https://github.com/axmolengine/axmol.git
Merge pull request #11196 from tangziwen/doc
3d fix doxygen add to group
This commit is contained in:
commit
8b5a6d9ccc
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@ -30,6 +30,11 @@
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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/**
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* Axis Aligned Bounding Box (AABB), usually caculate some rough but fast collision detection.
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*/
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@ -117,6 +122,9 @@ public:
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Vec3 _max;
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif
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@ -37,8 +37,14 @@ NS_CC_BEGIN
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class Bone3D;
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class Sprite3D;
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/**
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* Animate3D, Animates a Sprite3D given with an Animation3D
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* @addtogroup _3d
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* @{
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*/
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/**
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* @brief Animate3D, Animates a Sprite3D given with an Animation3D
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*/
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class CC_DLL Animate3D: public ActionInterval
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{
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@ -139,6 +145,9 @@ protected:
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static std::unordered_map<Sprite3D*, Animate3D*> s_runningAnimates;
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __CCANIMATE3D_H__
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@ -34,9 +34,13 @@
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#include "3d/CCBundle3DData.h"
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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/**
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* static animation data, shared
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* @brief static animation data, shared
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*/
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class CC_DLL Animation3D: public Ref
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{
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@ -114,6 +118,8 @@ protected:
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std::unordered_map<std::string, Animation3D*> _animations; //cached animations
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __CCANIMATION3D_H__
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@ -36,6 +36,11 @@
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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/**
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* Evaluate Type
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*/
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@ -48,7 +53,7 @@ enum class EvaluateType
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};
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/**
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* curve of bone's position, rotation or scale
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* @brief curve of bone's position, rotation or scale
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*/
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template <int componentSize>
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class AnimationCurve: public Ref
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@ -95,6 +100,9 @@ protected:
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std::function<void(float time, float* dst)> _evaluateFun; //user defined function
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};
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// end of actions group
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/// @}
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NS_CC_END
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#include "CCAnimationCurve.inl"
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@ -29,11 +29,14 @@
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#include "2d/CCNode.h"
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class Bone3D;
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/**
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* attach a node to a bone
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* @brief attach a node to a bone
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* usage: auto sprite = Sprite3D::create("girl.c3b");
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* auto weapon = Sprite3D::create("weapon.c3b");
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* auto attachNode = sprite->getAttachNode("left hand");
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@ -65,6 +68,8 @@ protected:
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mutable Mat4 _transformToParent;
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __CCATTACHNODE_H__
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@ -28,9 +28,13 @@
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#include "2d/CCSprite.h"
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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/**
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* Inherit from Sprite, achieve BillBoard.
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* @brief Inherit from Sprite, achieve BillBoard.
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*/
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class CC_DLL BillBoard : public Sprite
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{
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@ -118,7 +122,8 @@ private:
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};
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// end of actions group
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/// @}
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NS_CC_END
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@ -30,11 +30,17 @@
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#include "json/document.h"
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class Animation3D;
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class Data;
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/**
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* Defines a bundle file that contains a collection of assets. Mesh, Material, MeshSkin, Animation
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* @brief Defines a bundle file that contains a collection of assets. Mesh, Material, MeshSkin, Animation
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* There are two types of bundle files, c3t and c3b.
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* c3t text file
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* c3b binary file
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@ -174,6 +180,9 @@ protected:
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bool _isBinary;
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __CCBUNDLE3D_H__
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@ -35,7 +35,12 @@
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NS_CC_BEGIN
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/**
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* BundleReader is an interface for reading sequence of bytes.
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* @addtogroup _3d
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* @{
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*/
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/**
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* @brief BundleReader is an interface for reading sequence of bytes.
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*/
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class BundleReader: public cocos2d::Ref
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{
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@ -201,6 +206,8 @@ inline bool BundleReader::readArray<std::string>(unsigned int *length, std::vect
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return true;
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}
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// end of actions group
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/// @}
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NS_CC_END
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@ -36,13 +36,18 @@
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class Texture2D;
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class MeshSkin;
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class MeshIndexData;
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class GLProgramState;
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class GLProgram;
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/**
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* Mesh: contains ref to index buffer, GLProgramState, texture, skin, blend function, aabb and so on
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* @brief Mesh: contains ref to index buffer, GLProgramState, texture, skin, blend function, aabb and so on
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*/
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class CC_DLL Mesh : public Ref
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{
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@ -158,6 +163,10 @@ protected:
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std::function<void()> _visibleChanged;
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __CCMESH_H__
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@ -33,11 +33,16 @@
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class Bone3D;
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class Skeleton3D;
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/**
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* MeshSkin, A class maintain a collection of bones that affect Mesh vertex.
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* @brief MeshSkin, A class maintain a collection of bones that affect Mesh vertex.
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* And it is responsible for computing matrix palletes that used by skin mesh rendering.
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*/
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class CC_DLL MeshSkin: public Ref
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@ -99,6 +104,9 @@ protected:
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Vec4* _matrixPalette;
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __CCSKIN_H__
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@ -41,6 +41,11 @@
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class MeshVertexData;
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/**
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@ -132,6 +137,9 @@ protected:
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int _vertexCount; //vertex count
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __CCMESHVERTEXINDEXDATA_H__
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@ -29,6 +29,11 @@
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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/**
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* Oritened Bounding Box(OBB)
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* @brief the OBB is similar to the AABB but the bounding box has the same direction as Sprite3D. so it's collistion detection more precise than AABB
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@ -129,6 +134,9 @@ public:
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Vec3 _extents; // obb length along each axis
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif
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@ -17,7 +17,12 @@
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NS_CC_BEGIN
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/**
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* .obj file Loader
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* @addtogroup _3d
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* @{
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*/
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/**
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* @brief .obj file Loader
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**/
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class ObjLoader
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{
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // _TINY_OBJ_LOADER_H
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@ -33,7 +33,12 @@
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NS_CC_BEGIN
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/**
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* Ray is a line with one end. usually use it to check intersects with some object,such as Plane, OBB, AABB
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* @addtogroup _3d
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* @{
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*/
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/**
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* @brief Ray is a line with one end. usually use it to check intersects with some object,such as Plane, OBB, AABB
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**/
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class CC_DLL Ray
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{
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@ -93,6 +98,9 @@ public:
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Vec3 _direction; // The ray direction vector.
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif
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@ -33,7 +33,12 @@
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NS_CC_BEGIN
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/**
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* Defines a basic hierachial structure of transformation spaces.
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* @addtogroup _3d
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* @{
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*/
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/**
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* @brief Defines a basic hierachial structure of transformation spaces.
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*/
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class CC_DLL Bone3D : public Ref
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{
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@ -226,6 +231,9 @@ protected:
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Vector<Bone3D*> _rootBones;
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __CCSKELETON3D_H__
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@ -41,12 +41,17 @@
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class Mesh;
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class Texture2D;
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class MeshSkin;
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class AttachNode;
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struct NodeData;
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/** Sprite3D: A sprite can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite */
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/** @brief Sprite3D: A sprite can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite */
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class CC_DLL Sprite3D : public Node, public BlendProtocol
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{
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public:
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@ -286,5 +291,8 @@ protected:
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extern std::string CC_DLL s_attributeNames[];//attribute names array
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __SPRITE3D_H_
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@ -31,10 +31,15 @@
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class Texture2D;
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/**
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* the sprite3D material is only texture for now
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* @brief the sprite3D material is only texture for now
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*/
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class Sprite3DMaterialCache
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{
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@ -65,6 +70,9 @@ protected:
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __CCSPRIT3DMATERIAL_H__
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