mirror of https://github.com/axmolengine/axmol.git
71 lines
3.8 KiB
INI
71 lines
3.8 KiB
INI
[axys_3d]
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# the prefix to be added to the generated functions. You might or might not use this in your own
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# templates
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prefix = axys_3d
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# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)
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# all classes will be embedded in that namespace
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target_namespace = ax
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android_headers =
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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
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clang_headers =
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clang_flags = -nostdinc -x c++ -std=c++17 -fsigned-char -U__SSE__
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axys_headers = -I%(axysdir)s/core -I%(axysdir)s/core/platform/android -I%(axysdir)s/thirdparty -I%(axysdir)s/thirdparty/jni.hpp/include -I%(axysdir)s/thirdparty/robin-map/include
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axys_flags = -DANDROID
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cxxgenerator_headers =
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# extra arguments for clang
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extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(axys_headers)s %(android_flags)s %(clang_flags)s %(axys_flags)s %(extra_flags)s
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# what headers to parse
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headers = %(axysdir)s/core/cocos2d.h %(axysdir)s/core/3d/CCBundle3D.h
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# what classes to produce code for. You can use regular expressions here. When testing the regular
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# expression, it will be enclosed in "^$", like this: "^Menu*$".
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classes = Animate3D MeshRenderer Animation3D Skeleton3D ^Mesh$ AttachNode BillBoard MeshRendererCache TextureCube Skybox Terrain Bundle3D MeshMaterial
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# what should we skip? in the format ClassName::[function function]
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# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
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# regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
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# add a single "*" as functions. See bellow for several examples. A special class name is "*", which
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# will apply to all class names. This is a convenience wildcard to be able to skip similar named
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# functions from all classes.
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skip = Mesh::[create getAABB getVertexBuffer hasVertexAttrib getSkin getMeshIndexData getGLProgramState getPrimitiveType getIndexCount getIndexFormat getIndexBuffer getMeshCommand getDefaultGLProgram getTexture setTexture],
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MeshRenderer::[getSkin getAABB getMeshArrayByName createAsync init initWithFile initFrom loadFromCache loadFromFile visit genGLProgramState createNode createAttachMeshRendererNode createMeshRendererNode getMeshIndexData addMesh onAABBDirty afterAsyncLoad],
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Skeleton3D::[create],
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Animation3D::[getBoneCurveByName getBoneCurves],
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Animate3D::[getKeyFrameUserInfo],
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BillBoard::[draw],
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MeshRendererCache::[addMeshRenderData getMeshRenderData],
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Terrain::[lookForIndicesLODSkrit lookForIndicesLOD insertIndicesLOD insertIndicesLODSkirt getIntersectionPoint getAABB getQuadTree create ^getHeight$],
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Bundle3D::[calculateAABB loadMeshDatas getTrianglesList loadObj],
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MeshMaterial::[setTexture]
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rename_functions =
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rename_classes =
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# for all class names, should we remove something when registering in the target VM?
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remove_prefix =
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# classes for which there will be no "parent" lookup
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classes_have_no_parents =
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# base classes which will be skipped when their sub-classes found them.
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base_classes_to_skip = Clonable
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# classes that create no constructor
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# Set is special and we will use a hand-written constructor
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abstract_classes = MeshRenderer
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# 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'.
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script_control_cpp = no
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