[DEV] add first exml documentation

This commit is contained in:
Edouard DUPIN 2013-12-06 16:12:49 +01:00
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###################################
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Sources/libewol/ewol/os/AndroidAbstraction.cpp
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<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
<title>ege Library</title>
<link rel="stylesheet" href="base.css">
</head>
<body>
<div class="navbar navbar-fixed-top">
<div class="container">
<h1>ege Library</h1>
<li>ege</li>
<ul>
<li><a href="ege__Camera.html">Camera</a></li>
<li><a href="ege__ElementGame.html">ElementGame</a></li>
<li><a href="ege__ElementGame__localIA.html">ElementGame::localIA</a></li>
<li><a href="ege__ElementInteraction.html">ElementInteraction</a></li>
<li><a href="ege__Environement.html">Environement</a></li>
<li><a href="ege__Environement__ResultNearestElement.html">Environement::ResultNearestElement</a></li>
<li><a href="ege__Particule.html">Particule</a></li>
<li><a href="ege__ParticuleEngine.html">ParticuleEngine</a></li>
<li><a href="ege__ParticuleSimple.html">ParticuleSimple</a></li>
<li><a href="ege__Scene.html">Scene</a></li>
<li><a href="ege__resource__ParticuleMesh.html">resource::ParticuleMesh</a></li>
</ul>
</ul>
</div>
</div>
<div class="container" id="content">
<h1>Class: ege::Camera</h1>
<br/>
<h2>Synopsis:</h2>
<pre>
+ <a class="code-function" href="#Camera">Camera</a> (<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_eye</span>,<br/> <span class="code-type">float</span> <span class="code-argument">_angleZ</span>,<br/> <span class="code-type">float</span> <span class="code-argument">_angleTeta</span>,<br/> <span class="code-type">float</span> <span class="code-argument">_distance</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setEye">setEye</a> (<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_eye</span>);<br>+ <span class="code-storage-keyword">const</span> vec3 & <a class="code-function" href="#getEye">getEye</a> (<span class="code-type">void</span>);<br>+ <span class="code-storage-keyword">const</span> vec3 & <a class="code-function" href="#getOrigin">getOrigin</a> (<span class="code-type">void</span>);<br>+ <span class="code-storage-keyword">const</span> vec3 & <a class="code-function" href="#getViewVector">getViewVector</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setAngleZ">setAngleZ</a> (<span class="code-type">float</span> <span class="code-argument">_angleZ</span>);<br>+ <span class="code-type">float</span> <a class="code-function" href="#getAngleZ">getAngleZ</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setAngleTeta">setAngleTeta</a> (<span class="code-type">float</span> <span class="code-argument">_angleTeta</span>);<br>+ <span class="code-type">float</span> <a class="code-function" href="#getAngleTeta">getAngleTeta</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setDistance">setDistance</a> (<span class="code-type">float</span> <span class="code-argument">_distance</span>);<br>+ <span class="code-type">float</span> <a class="code-function" href="#getDistance">getDistance</a> (<span class="code-type">void</span>);<br>+ <span class="code-storage-keyword">const</span> mat4 & <a class="code-function" href="#getMatrix">getMatrix</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setForcingViewTop">setForcingViewTop</a> (<span class="code-type">bool</span> <span class="code-argument">_newState</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#periodicCall">periodicCall</a> (<span class="code-type">float</span> <span class="code-argument">_step</span>);<br>+ vec3 <a class="code-function" href="#projectOnZGround">projectOnZGround</a> (<span class="code-storage-keyword">const</span> vec2 & <span class="code-argument">_cameraDeltaAngle</span>,<br/> <span class="code-type">float</span> <span class="code-argument">_zValue</span>);<br># <span class="code-type">void</span> <a class="code-function" href="#update">update</a> (<span class="code-type">void</span>);<br></pre>
<h2>Detail:<h2>
<h3>ege::<a id="Camera">Camera</a> ()</h3>
<pre>
<span class="code-function">Camera</span>(<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_eye</span>,
<span class="code-type">float</span> <span class="code-argument">_angleZ</span>,
<span class="code-type">float</span> <span class="code-argument">_angleTeta</span>,
<span class="code-type">float</span> <span class="code-argument">_distance</span>);</pre>
<br/>
Constructor.
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_eye</span> Position of the camera destination view.
<br/><b>Parameter [input]:</b> <span class="code-argument">_angleZ</span> Z rotation angle.
<br/><b>Parameter [input]:</b> <span class="code-argument">_angleTeta</span> Angle of the camera inclinason.
<br/><b>Parameter [input]:</b> <span class="code-argument">_distance</span> distance to the eye point
<br/></ul>
<br/>
<hr/>
<h3><a id="setEye">setEye</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setEye</span>(<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_eye</span>);</pre>
<br/>
set the position of the camera.
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">pos</span> Position of the camera.
<br/></ul>
<br/>
<hr/>
<h3><a id="getEye">getEye</a> ()</h3>
<pre>
<span class="code-storage-keyword">const</span> vec3 & <span class="code-function">getEye</span>(<span class="code-type">void</span>);</pre>
<br/>
get the curent Camera Eye position.
<br/><ul>
<b>Return:</b> the current position.
<br/></ul>
<br/>
<hr/>
<h3><a id="getOrigin">getOrigin</a> ()</h3>
<pre>
<span class="code-storage-keyword">const</span> vec3 & <span class="code-function">getOrigin</span>(<span class="code-type">void</span>);</pre>
<br/>
get the curent Camera origin position.
<br/><ul>
<b>Return:</b> the current position.
<br/></ul>
<br/>
<hr/>
<h3><a id="getViewVector">getViewVector</a> ()</h3>
<pre>
<span class="code-storage-keyword">const</span> vec3 & <span class="code-function">getViewVector</span>(<span class="code-type">void</span>);</pre>
<br/>
Get the camera viewing vector.
<br/><ul>
<b>Return:</b> the current position.
<br/></ul>
<br/>
<hr/>
<h3><a id="setAngleZ">setAngleZ</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setAngleZ</span>(<span class="code-type">float</span> <span class="code-argument">_angleZ</span>);</pre>
<br/>
set the angle on the camera
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_angleZ</span> Rotation angle in Z
<br/></ul>
<br/>
<hr/>
<h3><a id="getAngleZ">getAngleZ</a> ()</h3>
<pre>
<span class="code-type">float</span> <span class="code-function">getAngleZ</span>(<span class="code-type">void</span>);</pre>
<br/>
get the curent Camera angles.
<br/><ul>
<b>Return:</b> the current angles Z.
<br/></ul>
<br/>
<hr/>
<h3><a id="setAngleTeta">setAngleTeta</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setAngleTeta</span>(<span class="code-type">float</span> <span class="code-argument">_angleTeta</span>);</pre>
<br/>
set the angle on the camera
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_angleTeta</span> Rotation angle in Teta
<br/></ul>
<br/>
<hr/>
<h3><a id="getAngleTeta">getAngleTeta</a> ()</h3>
<pre>
<span class="code-type">float</span> <span class="code-function">getAngleTeta</span>(<span class="code-type">void</span>);</pre>
<br/>
get the curent Camera angles.
<br/><ul>
<b>Return:</b> the current angles Teta.
<br/></ul>
<br/>
<hr/>
<h3><a id="setDistance">setDistance</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setDistance</span>(<span class="code-type">float</span> <span class="code-argument">_distance</span>);</pre>
<br/>
set the angle on the camera
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_distance</span> Distance to the eye
<br/></ul>
<br/>
<hr/>
<h3><a id="getDistance">getDistance</a> ()</h3>
<pre>
<span class="code-type">float</span> <span class="code-function">getDistance</span>(<span class="code-type">void</span>);</pre>
<br/>
get the curent Camera angles.
<br/><ul>
<b>Return:</b> the current distance to the eye.
<br/></ul>
<br/>
<hr/>
<h3><a id="getMatrix">getMatrix</a> ()</h3>
<pre>
<span class="code-storage-keyword">const</span> mat4 & <span class="code-function">getMatrix</span>(<span class="code-type">void</span>);</pre>
<br/>
get the transformation matix for the camera.
<br/><ul>
<b>Return:</b> the current transformation matrix
<br/></ul>
<br/>
<hr/>
<h3><a id="setForcingViewTop">setForcingViewTop</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setForcingViewTop</span>(<span class="code-type">bool</span> <span class="code-argument">_newState</span>);</pre>
<br/>
change camera mode of view == > force to the top view
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_newState</span> The new state of this mode...
<br/></ul>
<br/>
<hr/>
<h3><a id="periodicCall">periodicCall</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">periodicCall</span>(<span class="code-type">float</span> <span class="code-argument">_step</span>);</pre>
<br/>
It is really needed to call the camera periodicly for performing automatic movement
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_step</span> step time of moving
<br/></ul>
<br/>
<hr/>
<h3><a id="projectOnZGround">projectOnZGround</a> ()</h3>
<pre>
vec3 <span class="code-function">projectOnZGround</span>(<span class="code-storage-keyword">const</span> vec2 & <span class="code-argument">_cameraDeltaAngle</span>,
<span class="code-type">float</span> <span class="code-argument">_zValue</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="update">update</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">update</span>(<span class="code-type">void</span>);</pre>
<br/>
update the matrix property
<br/><br/>
<hr/>
</div>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
<title>ege Library</title>
<link rel="stylesheet" href="base.css">
</head>
<body>
<div class="navbar navbar-fixed-top">
<div class="container">
<h1>ege Library</h1>
<li>ege</li>
<ul>
<li><a href="ege__Camera.html">Camera</a></li>
<li><a href="ege__ElementGame.html">ElementGame</a></li>
<li><a href="ege__ElementGame__localIA.html">ElementGame::localIA</a></li>
<li><a href="ege__ElementInteraction.html">ElementInteraction</a></li>
<li><a href="ege__Environement.html">Environement</a></li>
<li><a href="ege__Environement__ResultNearestElement.html">Environement::ResultNearestElement</a></li>
<li><a href="ege__Particule.html">Particule</a></li>
<li><a href="ege__ParticuleEngine.html">ParticuleEngine</a></li>
<li><a href="ege__ParticuleSimple.html">ParticuleSimple</a></li>
<li><a href="ege__Scene.html">Scene</a></li>
<li><a href="ege__resource__ParticuleMesh.html">resource::ParticuleMesh</a></li>
</ul>
</ul>
</div>
</div>
<div class="container" id="content">
<h1>Class: ege::ElementGame::localIA</h1>
<br/>
<h2>Synopsis:</h2>
<pre>
+ <a class="code-function" href="#localIA">localIA</a> (ElementGame & <span class="code-argument">element</span>);<br>+ ~<a class="code-function" href="#localIA">localIA</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#debugDraw">debugDraw</a> (btIDebugDraw * <span class="code-argument">_debugDrawer</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#updateAction">updateAction</a> (btCollisionWorld * <span class="code-argument">_collisionWorld</span>,<br/> btScalar <span class="code-argument">_step</span>);<br></pre>
<h2>Object Hierarchy:</h2>
<pre>
<a href="">btActionInterface</a>
+--> <b>ege::ElementGame::localIA</b>
</pre>
<br/>
<h2>Detail:<h2>
<h3>ege::ElementGame::<a id="localIA">localIA</a> ()</h3>
<pre>
<span class="code-function">localIA</span>(ElementGame & <span class="code-argument">element</span>);</pre>
<br/>
Constructor
<br/><br/>
<hr/>
<h3>ege::ElementGame::~<a id="localIA">localIA</a> ()</h3>
<pre>
~<span class="code-function">localIA</span>(<span class="code-type">void</span>);</pre>
<br/>
Destructor
<br/><br/>
<hr/>
<h3><a id="debugDraw">debugDraw</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">debugDraw</span>(btIDebugDraw * <span class="code-argument">_debugDrawer</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="updateAction">updateAction</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">updateAction</span>(btCollisionWorld * <span class="code-argument">_collisionWorld</span>,
btScalar <span class="code-argument">_step</span>);</pre>
<br/>
<br/>
<hr/>
</div>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
<title>ege Library</title>
<link rel="stylesheet" href="base.css">
</head>
<body>
<div class="navbar navbar-fixed-top">
<div class="container">
<h1>ege Library</h1>
<li>ege</li>
<ul>
<li><a href="ege__Camera.html">Camera</a></li>
<li><a href="ege__ElementGame.html">ElementGame</a></li>
<li><a href="ege__ElementGame__localIA.html">ElementGame::localIA</a></li>
<li><a href="ege__ElementInteraction.html">ElementInteraction</a></li>
<li><a href="ege__Environement.html">Environement</a></li>
<li><a href="ege__Environement__ResultNearestElement.html">Environement::ResultNearestElement</a></li>
<li><a href="ege__Particule.html">Particule</a></li>
<li><a href="ege__ParticuleEngine.html">ParticuleEngine</a></li>
<li><a href="ege__ParticuleSimple.html">ParticuleSimple</a></li>
<li><a href="ege__Scene.html">Scene</a></li>
<li><a href="ege__resource__ParticuleMesh.html">resource::ParticuleMesh</a></li>
</ul>
</ul>
</div>
</div>
<div class="container" id="content">
<h1>Class: ege::ElementInteraction</h1>
<br/>
<h2>Synopsis:</h2>
<pre>
+ <span class="code-type">int32_t</span> <a class="code-function" href="#getType">getType</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">int32_t</span> <a class="code-function" href="#getSourceGroup">getSourceGroup</a> (<span class="code-type">void</span>);<br>+ <span class="code-storage-keyword">const</span> std::vector<<span class="code-type">int32_t</span>> & <a class="code-function" href="#getDestinationGroup">getDestinationGroup</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#addGroupDestination">addGroupDestination</a> (<span class="code-type">int32_t</span> <span class="code-argument">_id</span>);<br>+ <span class="code-storage-keyword">const</span> vec3 & <a class="code-function" href="#getSourcePosition">getSourcePosition</a> (<span class="code-type">void</span>);<br>+ <a class="code-function" href="#ElementInteraction">ElementInteraction</a> (<span class="code-type">int32_t</span> <span class="code-argument">_type</span>,<br/> <span class="code-type">int32_t</span> <span class="code-argument">_groupSource</span>,<br/> <span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_pos</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#applyEvent">applyEvent</a> (<a href="ege__ElementGame.html" class="code-type">ege::ElementGame</a> & <span class="code-argument">_element</span>);<br></pre>
<h2>Detail:<h2>
<h3><a id="getType">getType</a> ()</h3>
<pre>
<span class="code-type">int32_t</span> <span class="code-function">getType</span>(<span class="code-type">void</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="getSourceGroup">getSourceGroup</a> ()</h3>
<pre>
<span class="code-type">int32_t</span> <span class="code-function">getSourceGroup</span>(<span class="code-type">void</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="getDestinationGroup">getDestinationGroup</a> ()</h3>
<pre>
<span class="code-storage-keyword">const</span> std::vector<<span class="code-type">int32_t</span>> & <span class="code-function">getDestinationGroup</span>(<span class="code-type">void</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="addGroupDestination">addGroupDestination</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">addGroupDestination</span>(<span class="code-type">int32_t</span> <span class="code-argument">_id</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="getSourcePosition">getSourcePosition</a> ()</h3>
<pre>
<span class="code-storage-keyword">const</span> vec3 & <span class="code-function">getSourcePosition</span>(<span class="code-type">void</span>);</pre>
<br/>
<br/>
<hr/>
<h3>ege::<a id="ElementInteraction">ElementInteraction</a> ()</h3>
<pre>
<span class="code-function">ElementInteraction</span>(<span class="code-type">int32_t</span> <span class="code-argument">_type</span>,
<span class="code-type">int32_t</span> <span class="code-argument">_groupSource</span>,
<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_pos</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="applyEvent">applyEvent</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">applyEvent</span>(<a href="ege__ElementGame.html" class="code-type">ege::ElementGame</a> & <span class="code-argument">_element</span>);</pre>
<br/>
<br/>
<hr/>
</div>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
<title>ege Library</title>
<link rel="stylesheet" href="base.css">
</head>
<body>
<div class="navbar navbar-fixed-top">
<div class="container">
<h1>ege Library</h1>
<li>ege</li>
<ul>
<li><a href="ege__Camera.html">Camera</a></li>
<li><a href="ege__ElementGame.html">ElementGame</a></li>
<li><a href="ege__ElementGame__localIA.html">ElementGame::localIA</a></li>
<li><a href="ege__ElementInteraction.html">ElementInteraction</a></li>
<li><a href="ege__Environement.html">Environement</a></li>
<li><a href="ege__Environement__ResultNearestElement.html">Environement::ResultNearestElement</a></li>
<li><a href="ege__Particule.html">Particule</a></li>
<li><a href="ege__ParticuleEngine.html">ParticuleEngine</a></li>
<li><a href="ege__ParticuleSimple.html">ParticuleSimple</a></li>
<li><a href="ege__Scene.html">Scene</a></li>
<li><a href="ege__resource__ParticuleMesh.html">resource::ParticuleMesh</a></li>
</ul>
</ul>
</div>
</div>
<div class="container" id="content">
<h1>Class: ege::Environement::ResultNearestElement</h1>
<br/>
<h2>Synopsis:</h2>
<pre>
</pre>
<h2>Detail:<h2>
</div>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
<title>ege Library</title>
<link rel="stylesheet" href="base.css">
</head>
<body>
<div class="navbar navbar-fixed-top">
<div class="container">
<h1>ege Library</h1>
<li>ege</li>
<ul>
<li><a href="ege__Camera.html">Camera</a></li>
<li><a href="ege__ElementGame.html">ElementGame</a></li>
<li><a href="ege__ElementGame__localIA.html">ElementGame::localIA</a></li>
<li><a href="ege__ElementInteraction.html">ElementInteraction</a></li>
<li><a href="ege__Environement.html">Environement</a></li>
<li><a href="ege__Environement__ResultNearestElement.html">Environement::ResultNearestElement</a></li>
<li><a href="ege__Particule.html">Particule</a></li>
<li><a href="ege__ParticuleEngine.html">ParticuleEngine</a></li>
<li><a href="ege__ParticuleSimple.html">ParticuleSimple</a></li>
<li><a href="ege__Scene.html">Scene</a></li>
<li><a href="ege__resource__ParticuleMesh.html">resource::ParticuleMesh</a></li>
</ul>
</ul>
</div>
</div>
<div class="container" id="content">
<h1>Class: ege::Particule</h1>
<br/>
<h2>Synopsis:</h2>
<pre>
+ <a class="code-function" href="#Particule">Particule</a> (<a href="ege__ParticuleEngine.html" class="code-type">ege::ParticuleEngine</a> & <span class="code-argument">_particuleEngine</span>,<br/> <span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-argument">_particuleType</span>);<br>+ ~<a class="code-function" href="#Particule">Particule</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#init">init</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#UnInit">UnInit</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#update">update</a> (<span class="code-type">float</span> <span class="code-argument">_delta</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#draw">draw</a> (<span class="code-storage-keyword">const</span> <a href="ege__Camera.html" class="code-type">ege::Camera</a> & <span class="code-argument">_camera</span>);<br>+ <span class="code-type">bool</span> <a class="code-function" href="#needRemove">needRemove</a> (<span class="code-type">void</span>);<br>+ <span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <a class="code-function" href="#getParticuleType">getParticuleType</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#onEnd">onEnd</a> (<span class="code-type">void</span>);<br></pre>
<h2>Description:</h2>
/**
* @brief The particule class is an element with no control, when it will be created,
* it does not have any control, for example smoke or reactor generation ...
* or explosion particule ...
*/<h2>Detail:<h2>
<h3>ege::<a id="Particule">Particule</a> ()</h3>
<pre>
<span class="code-function">Particule</span>(<a href="ege__ParticuleEngine.html" class="code-type">ege::ParticuleEngine</a> & <span class="code-argument">_particuleEngine</span>,
<span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-argument">_particuleType</span>);</pre>
<br/>
Constructor.
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_particuleEngine</span> reference on the particule engine ...
<br/><b>Parameter [input]:</b> <span class="code-argument">_particuleType</span> Type of the particule (set NULL if you did not want to use the respowner ...)
<br/></ul>
<br/>
<hr/>
<h3>ege::~<a id="Particule">Particule</a> ()</h3>
<pre>
~<span class="code-function">Particule</span>(<span class="code-type">void</span>);</pre>
<br/>
Destructor.
<br/><br/>
<hr/>
<h3><a id="init">init</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">init</span>(<span class="code-type">void</span>);</pre>
<br/>
init the particule
<br/><br/>
<hr/>
<h3><a id="UnInit">UnInit</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">UnInit</span>(<span class="code-type">void</span>);</pre>
<br/>
Un-init the particule
<br/><br/>
<hr/>
<h3><a id="update">update</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">update</span>(<span class="code-type">float</span> <span class="code-argument">_delta</span>);</pre>
<br/>
update the paticule properties
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_delta</span> Delta time from the previous call
<br/></ul>
<br/>
<hr/>
<h3><a id="draw">draw</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">draw</span>(<span class="code-storage-keyword">const</span> <a href="ege__Camera.html" class="code-type">ege::Camera</a> & <span class="code-argument">_camera</span>);</pre>
<br/>
draw the current particule
<br/><br/>
<hr/>
<h3><a id="needRemove">needRemove</a> ()</h3>
<pre>
<span class="code-type">bool</span> <span class="code-function">needRemove</span>(<span class="code-type">void</span>);</pre>
<br/>
Check if the element might be removed
<br/><ul>
<b>Return:</b> true : The element might be removed
<br/><b>Return:</b> false : The element might be keeped
<br/></ul>
<br/>
<hr/>
<h3><a id="getParticuleType">getParticuleType</a> ()</h3>
<pre>
<span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-function">getParticuleType</span>(<span class="code-type">void</span>);</pre>
<br/>
get the type of the particule
<br/><ul>
<b>Return:</b> Type of the current particule
<br/></ul>
<br/>
<hr/>
<h3><a id="onEnd">onEnd</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">onEnd</span>(<span class="code-type">void</span>);</pre>
<br/>
When the particule arrive to his end of life, this function is called.
<br/><br/>
<hr/>
</div>
</body>
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<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
<title>ege Library</title>
<link rel="stylesheet" href="base.css">
</head>
<body>
<div class="navbar navbar-fixed-top">
<div class="container">
<h1>ege Library</h1>
<li>ege</li>
<ul>
<li><a href="ege__Camera.html">Camera</a></li>
<li><a href="ege__ElementGame.html">ElementGame</a></li>
<li><a href="ege__ElementGame__localIA.html">ElementGame::localIA</a></li>
<li><a href="ege__ElementInteraction.html">ElementInteraction</a></li>
<li><a href="ege__Environement.html">Environement</a></li>
<li><a href="ege__Environement__ResultNearestElement.html">Environement::ResultNearestElement</a></li>
<li><a href="ege__Particule.html">Particule</a></li>
<li><a href="ege__ParticuleEngine.html">ParticuleEngine</a></li>
<li><a href="ege__ParticuleSimple.html">ParticuleSimple</a></li>
<li><a href="ege__Scene.html">Scene</a></li>
<li><a href="ege__resource__ParticuleMesh.html">resource::ParticuleMesh</a></li>
</ul>
</ul>
</div>
</div>
<div class="container" id="content">
<h1>Class: ege::ParticuleEngine</h1>
<br/>
<h2>Synopsis:</h2>
<pre>
+ <a class="code-function" href="#ParticuleEngine">ParticuleEngine</a> (<a href="ege__Environement.html" class="code-type">ege::Environement</a> & <span class="code-argument">_env</span>);<br>+ ~<a class="code-function" href="#ParticuleEngine">ParticuleEngine</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#clear">clear</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#add">add</a> (Particule * <span class="code-argument">_particule</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#update">update</a> (<span class="code-type">float</span> <span class="code-argument">_deltaTime</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#draw">draw</a> (<span class="code-storage-keyword">const</span> <a href="ege__Camera.html" class="code-type">ege::Camera</a> & <span class="code-argument">_camera</span>);<br>+ Particule * <a class="code-function" href="#respown">respown</a> (<span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-argument">_particuleType</span>);<br>- <span class="code-type">void</span> <a class="code-function" href="#addRemoved">addRemoved</a> (Particule * <span class="code-argument">_particule</span>);<br></pre>
<h2>Detail:<h2>
<h3>ege::<a id="ParticuleEngine">ParticuleEngine</a> ()</h3>
<pre>
<span class="code-function">ParticuleEngine</span>(<a href="ege__Environement.html" class="code-type">ege::Environement</a> & <span class="code-argument">_env</span>);</pre>
<br/>
<br/>
<hr/>
<h3>ege::~<a id="ParticuleEngine">ParticuleEngine</a> ()</h3>
<pre>
~<span class="code-function">ParticuleEngine</span>(<span class="code-type">void</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="clear">clear</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">clear</span>(<span class="code-type">void</span>);</pre>
<br/>
clear the particule engine
<br/><br/>
<hr/>
<h3><a id="add">add</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">add</span>(Particule * <span class="code-argument">_particule</span>);</pre>
<br/>
add a particule in the engine (internal acces only)
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_particule</span> Pointer on the particule to add
<br/></ul>
<br/>
<hr/>
<h3><a id="update">update</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">update</span>(<span class="code-type">float</span> <span class="code-argument">_deltaTime</span>);</pre>
<br/>
update particule properties
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_deltaTime</span> delta time to process
<br/></ul>
<br/>
<hr/>
<h3><a id="draw">draw</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">draw</span>(<span class="code-storage-keyword">const</span> <a href="ege__Camera.html" class="code-type">ege::Camera</a> & <span class="code-argument">_camera</span>);</pre>
<br/>
draw all the active Particule
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_camera</span> Reference on the current camera
<br/></ul>
<br/>
<hr/>
<h3><a id="respown">respown</a> ()</h3>
<pre>
Particule * <span class="code-function">respown</span>(<span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-argument">_particuleType</span>);</pre>
<br/>
get a particue with his type, we get particule that has been already removed, otherwise, you will create new
<br/><b>Notes:</b> If you did not want to use respawn set type at NULL.
<br/> <ul>
<b>Parameter [input]:</b> <span class="code-argument">_particuleType</span> Particule type, this chek only the pointer not the data.
<br/><b>Return:</b> NULL, the particule has not been removed from the created pool
<br/><b>Return:</b> The pointer on the requested element (an init has been done).
<br/></ul>
<br/>
<hr/>
<h3><a id="addRemoved">addRemoved</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">addRemoved</span>(Particule * <span class="code-argument">_particule</span>);</pre>
<br/>
add a particule in the removed section == > this not delete the particule, but just set it in an other list
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_particule</span> Pointer on the particule to add
<br/></ul>
<br/>
<hr/>
</div>
</body>
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<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
<title>ege Library</title>
<link rel="stylesheet" href="base.css">
</head>
<body>
<div class="navbar navbar-fixed-top">
<div class="container">
<h1>ege Library</h1>
<li>ege</li>
<ul>
<li><a href="ege__Camera.html">Camera</a></li>
<li><a href="ege__ElementGame.html">ElementGame</a></li>
<li><a href="ege__ElementGame__localIA.html">ElementGame::localIA</a></li>
<li><a href="ege__ElementInteraction.html">ElementInteraction</a></li>
<li><a href="ege__Environement.html">Environement</a></li>
<li><a href="ege__Environement__ResultNearestElement.html">Environement::ResultNearestElement</a></li>
<li><a href="ege__Particule.html">Particule</a></li>
<li><a href="ege__ParticuleEngine.html">ParticuleEngine</a></li>
<li><a href="ege__ParticuleSimple.html">ParticuleSimple</a></li>
<li><a href="ege__Scene.html">Scene</a></li>
<li><a href="ege__resource__ParticuleMesh.html">resource::ParticuleMesh</a></li>
</ul>
</ul>
</div>
</div>
<div class="container" id="content">
<h1>Class: ege::ParticuleSimple</h1>
<br/>
<h2>Synopsis:</h2>
<pre>
+ <a class="code-function" href="#ParticuleSimple">ParticuleSimple</a> (<a href="ege__ParticuleEngine.html" class="code-type">ege::ParticuleEngine</a> & <span class="code-argument">_particuleEngine</span>,<br/> <span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-argument">_particuleType</span>);<br>+ ~<a class="code-function" href="#ParticuleSimple">ParticuleSimple</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#update">update</a> (<span class="code-type">float</span> <span class="code-argument">_delta</span>);<br>+ <span class="code-type">bool</span> <a class="code-function" href="#needRemove">needRemove</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#init">init</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setLife">setLife</a> (<span class="code-type">float</span> <span class="code-argument">_life</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setLevel">setLevel</a> (<span class="code-type">float</span> <span class="code-argument">_level</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setPosition">setPosition</a> (<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_pos</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setAngle">setAngle</a> (<span class="code-type">float</span> <span class="code-argument">_angle</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setMoveSpeed">setMoveSpeed</a> (<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_speed</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setScale">setScale</a> (<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_scale</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setScaleExpend">setScaleExpend</a> (<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_scaleExpand</span>);<br></pre>
<h2>Object Hierarchy:</h2>
<pre>
<a href="">Particule</a>
+--> <b>ege::ParticuleSimple</b>
</pre>
<br/>
<h2>Description:</h2>
/**
* @brief The particule class is an element with no control, when it will be created,
* it does not have any control, for example smoke or reactor generation ...
* or explosion particule ...
*/<h2>Detail:<h2>
<h3>ege::<a id="ParticuleSimple">ParticuleSimple</a> ()</h3>
<pre>
<span class="code-function">ParticuleSimple</span>(<a href="ege__ParticuleEngine.html" class="code-type">ege::ParticuleEngine</a> & <span class="code-argument">_particuleEngine</span>,
<span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-argument">_particuleType</span>);</pre>
<br/>
Constructor.
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_name</span> Name of the particule.
<br/><b>Parameter [input]:</b> <span class="code-argument">_standalone</span> The particule are created and have there own life (no dynamic control)
<br/></ul>
<br/>
<hr/>
<h3>ege::~<a id="ParticuleSimple">ParticuleSimple</a> ()</h3>
<pre>
~<span class="code-function">ParticuleSimple</span>(<span class="code-type">void</span>);</pre>
<br/>
Destructor.
<br/><br/>
<hr/>
<h3><a id="update">update</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">update</span>(<span class="code-type">float</span> <span class="code-argument">_delta</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="needRemove">needRemove</a> ()</h3>
<pre>
<span class="code-type">bool</span> <span class="code-function">needRemove</span>(<span class="code-type">void</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="init">init</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">init</span>(<span class="code-type">void</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="setLife">setLife</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setLife</span>(<span class="code-type">float</span> <span class="code-argument">_life</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="setLevel">setLevel</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setLevel</span>(<span class="code-type">float</span> <span class="code-argument">_level</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="setPosition">setPosition</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setPosition</span>(<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_pos</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="setAngle">setAngle</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setAngle</span>(<span class="code-type">float</span> <span class="code-argument">_angle</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="setMoveSpeed">setMoveSpeed</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setMoveSpeed</span>(<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_speed</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="setScale">setScale</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setScale</span>(<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_scale</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="setScaleExpend">setScaleExpend</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setScaleExpend</span>(<span class="code-storage-keyword">const</span> vec3 & <span class="code-argument">_scaleExpand</span>);</pre>
<br/>
<br/>
<hr/>
</div>
</body>
</html>

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<h1>ege Library</h1>
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<h1>Class: ege::resource::ParticuleMesh</h1>
<br/>
<h2>Synopsis:</h2>
<pre>
+ <span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <a class="code-function" href="#getType">getType</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#draw">draw</a> (mat4 & <span class="code-argument">_positionMatrix</span>,<br/> <span class="code-storage-keyword">const</span> etk::Color<<span class="code-type">float</span>> & <span class="code-argument">_mainColor</span>,<br/> <span class="code-type">bool</span> <span class="code-argument">_enableDepthTest</span>,<br/> <span class="code-type">bool</span> <span class="code-argument">_enableDepthUpdate</span>);<br>+ <span class="code-storage-keyword">static</span> <a href="ege__resource__ParticuleMesh.html" class="code-type">ege::resource::ParticuleMesh</a> * <a class="code-function" href="#keep">keep</a> (<span class="code-storage-keyword">const</span> <a href="http://www.cplusplus.com/reference/string/string/" class="code-type">std::string</a> & <span class="code-argument">_meshName</span>,<br/> <span class="code-storage-keyword">const</span> <a href="http://www.cplusplus.com/reference/string/string/" class="code-type">std::string</a> & <span class="code-argument">_shaderName</span>);<br>+ <span class="code-storage-keyword">static</span> <span class="code-type">void</span> <a class="code-function" href="#release">release</a> (<a href="ege__resource__ParticuleMesh.html" class="code-type">ege::resource::ParticuleMesh</a> * & <span class="code-argument">_object</span>);<br># <a class="code-function" href="#ParticuleMesh">ParticuleMesh</a> (<span class="code-storage-keyword">const</span> <a href="http://www.cplusplus.com/reference/string/string/" class="code-type">std::string</a> & <span class="code-argument">_fileName</span>,<br/> <span class="code-storage-keyword">const</span> <a href="http://www.cplusplus.com/reference/string/string/" class="code-type">std::string</a> & <span class="code-argument">_shaderName</span>);<br># ~<a class="code-function" href="#ParticuleMesh">ParticuleMesh</a> (<span class="code-type">void</span>);<br></pre>
<h2>Object Hierarchy:</h2>
<pre>
<a href="http://HeeroYui.github.io/ewol//ewol__Mesh.html">ewol::Mesh</a>
+--> <b>ege::resource::ParticuleMesh</b>
</pre>
<br/>
<h2>Detail:<h2>
<h3><a id="getType">getType</a> ()</h3>
<pre>
<span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-function">getType</span>(<span class="code-type">void</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="draw">draw</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">draw</span>(mat4 & <span class="code-argument">_positionMatrix</span>,
<span class="code-storage-keyword">const</span> etk::Color<<span class="code-type">float</span>> & <span class="code-argument">_mainColor</span>,
<span class="code-type">bool</span> <span class="code-argument">_enableDepthTest</span>,
<span class="code-type">bool</span> <span class="code-argument">_enableDepthUpdate</span>);</pre>
<br/>
<br/>
<hr/>
<h3>ege::resource::<a id="keep">keep</a> ()</h3>
<pre>
<span class="code-storage-keyword">static</span> <a href="ege__resource__ParticuleMesh.html" class="code-type">ege::resource::ParticuleMesh</a> * <span class="code-function">keep</span>(<span class="code-storage-keyword">const</span> <a href="http://www.cplusplus.com/reference/string/string/" class="code-type">std::string</a> & <span class="code-argument">_meshName</span>,
<span class="code-storage-keyword">const</span> <a href="http://www.cplusplus.com/reference/string/string/" class="code-type">std::string</a> & <span class="code-argument">_shaderName</span>);</pre>
<br/>
keep the resource pointer.
<br/><b>Notes:</b> Never free this pointer by your own...
<br/> <ul>
<b>Parameter [input]:</b> <span class="code-argument">_filename</span> Name of the ewol mesh file.
<br/><b>Return:</b> pointer on the resource or NULL if an error occured.
<br/></ul>
<br/>
<hr/>
<h3>ege::resource::<a id="release">release</a> ()</h3>
<pre>
<span class="code-storage-keyword">static</span> <span class="code-type">void</span> <span class="code-function">release</span>(<a href="ege__resource__ParticuleMesh.html" class="code-type">ege::resource::ParticuleMesh</a> * & <span class="code-argument">_object</span>);</pre>
<br/>
release the keeped resources
<br/><ul>
<b>Parameter [input] [output]:</b> <span class="code-argument">reference</span> on the object pointer
<br/></ul>
<br/>
<hr/>
<h3>ege::resource::<a id="ParticuleMesh">ParticuleMesh</a> ()</h3>
<pre>
<span class="code-function">ParticuleMesh</span>(<span class="code-storage-keyword">const</span> <a href="http://www.cplusplus.com/reference/string/string/" class="code-type">std::string</a> & <span class="code-argument">_fileName</span>,
<span class="code-storage-keyword">const</span> <a href="http://www.cplusplus.com/reference/string/string/" class="code-type">std::string</a> & <span class="code-argument">_shaderName</span>);</pre>
<br/>
<br/>
<hr/>
<h3>ege::resource::~<a id="ParticuleMesh">ParticuleMesh</a> ()</h3>
<pre>
~<span class="code-function">ParticuleMesh</span>(<span class="code-type">void</span>);</pre>
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<h1>ege Library</h1>
<li>ege</li>
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<li><a href="ege__Camera.html">Camera</a></li>
<li><a href="ege__ElementGame.html">ElementGame</a></li>
<li><a href="ege__ElementGame__localIA.html">ElementGame::localIA</a></li>
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<h1>ege</h1><br/>TODO : Main page ...<br/><br/> </div>
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