[cocos2dx_3d] # the prefix to be added to the generated functions. You might or might not use this in your own # templates prefix = cocos2dx_3d # create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`) # all classes will be embedded in that namespace target_namespace = cc android_headers = android_flags = -target armv7-none-linux-androideabi -D_LIBCPP_DISABLE_VISIBILITY_ANNOTATIONS -DANDROID -D__ANDROID_API__=14 -gcc-toolchain %(gcc_toolchain_dir)s --sysroot=%(androidndkdir)s/platforms/android-14/arch-arm -idirafter %(androidndkdir)s/sources/android/support/include -idirafter %(androidndkdir)s/sysroot/usr/include -idirafter %(androidndkdir)s/sysroot/usr/include/arm-linux-androideabi -idirafter %(clangllvmdir)s/lib64/clang/5.0/include -I%(androidndkdir)s/sources/cxx-stl/llvm-libc++/include clang_headers = clang_flags = -nostdinc -x c++ -std=c++11 -fsigned-char -U__SSE__ cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/external cocos_flags = -DANDROID cxxgenerator_headers = # extra arguments for clang extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s # what headers to parse headers = %(cocosdir)s/cocos/cocos2d.h %(cocosdir)s/cocos/3d/CCBundle3D.h # what classes to produce code for. You can use regular expressions here. When testing the regular # expression, it will be enclosed in "^$", like this: "^Menu*$". classes = Animate3D Sprite3D Animation3D Skeleton3D ^Mesh$ AttachNode BillBoard Sprite3DCache TextureCube Skybox Terrain Bundle3D Sprite3DMaterial # what should we skip? in the format ClassName::[function function] # ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also # regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just # add a single "*" as functions. See bellow for several examples. A special class name is "*", which # will apply to all class names. This is a convenience wildcard to be able to skip similar named # functions from all classes. skip = Mesh::[create getAABB getVertexBuffer hasVertexAttrib getSkin getMeshIndexData getGLProgramState getPrimitiveType getIndexCount getIndexFormat getIndexBuffer getMeshCommand getDefaultGLProgram getTexture setTexture], Sprite3D::[getSkin getAABB getMeshArrayByName createAsync init initWithFile initFrom loadFromCache loadFromFile visit genGLProgramState createNode createAttachSprite3DNode createSprite3DNode getMeshIndexData addMesh onAABBDirty afterAsyncLoad], Skeleton3D::[create], Animation3D::[getBoneCurveByName getBoneCurves], Animate3D::[getKeyFrameUserInfo], BillBoard::[draw], Sprite3DCache::[addSprite3DData getSpriteData], Terrain::[lookForIndicesLODSkrit lookForIndicesLOD insertIndicesLOD insertIndicesLODSkirt getIntersectionPoint getAABB getQuadTree create ^getHeight$], Bundle3D::[calculateAABB loadMeshDatas getTrianglesList loadObj], Sprite3DMaterial::[setTexture] rename_functions = rename_classes = # for all class names, should we remove something when registering in the target VM? remove_prefix = # classes for which there will be no "parent" lookup classes_have_no_parents = # base classes which will be skipped when their sub-classes found them. base_classes_to_skip = Clonable # classes that create no constructor # Set is special and we will use a hand-written constructor abstract_classes = Sprite3D # Determining whether to use script object(js object) to control the lifecycle of native(cpp) object or the other way around. Supported values are 'yes' or 'no'. script_control_cpp = no