mirror of
https://github.com/MapMakersAndProgrammers/Alternativa3D.git
synced 2025-10-26 09:59:10 -07:00
Maven asdoc output
This commit is contained in:
43
pom.xml
43
pom.xml
@@ -14,6 +14,49 @@
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<url>scm:git:git@github.com:AlternativaPlatform/Alternativa3D.git</url>
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<url>scm:git:git@github.com:AlternativaPlatform/Alternativa3D.git</url>
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<developerConnection>scm:git:git@github.com:AlternativaPlatform/Alternativa3D.git</developerConnection>
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<developerConnection>scm:git:git@github.com:AlternativaPlatform/Alternativa3D.git</developerConnection>
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</scm>
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</scm>
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<profiles>
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<profile>
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<id>fast</id>
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<build>
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<plugins>
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<plugin>
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<groupId>org.sonatype.flexmojos</groupId>
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<artifactId>flexmojos-maven-plugin</artifactId>
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<executions>
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<execution>
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<phase>install</phase>
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<goals>
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<goal>asdoc</goal>
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</goals>
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</execution>
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</executions>
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</plugin>
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<plugin>
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<groupId>org.apache.maven.plugins</groupId>
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<artifactId>maven-antrun-plugin</artifactId>
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<version>1.6</version>
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<executions>
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<execution>
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<id>archive</id>
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<phase>install</phase>
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<goals>
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<goal>run</goal>
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</goals>
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<configuration>
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<target>
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<zip destfile="${basedir}/target/target/asdoc_en.zip" basedir="${basedir}/target/asdoc" />
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<copy file="${basedir}/target/${project.artifactId}-${project.version}.swc" tofile="${basedir}/target/target/Alternativa3D.swc" />
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</target>
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</configuration>
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</execution>
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</executions>
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</plugin>
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</plugins>
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</build>
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</profile>
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</profiles>
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<dependencyManagement>
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<dependencyManagement>
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<dependencies>
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<dependencies>
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<dependency>
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<dependency>
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@@ -209,7 +209,7 @@ package alternativa.engine3d.animation {
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}
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}
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/**
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/**
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* Freezes internal time counter till the next <code>update()<code> call.
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* Freezes internal time counter till the next <code>update()</code> call.
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*
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*
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* @see #update
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* @see #update
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*/
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*/
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@@ -16,15 +16,17 @@ package alternativa.engine3d.animation {
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/**
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/**
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* The notification trigger bound to certain time on an animation time line.
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* The notification trigger bound to certain time on an animation time line.
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* <code>AnimationNotify</code> instance subscribes to <code>NotifyEvent.<NOTIFY /code>When animation
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* <code>AnimationNotify</code> instance subscribes to <code>NotifyEvent.NOTIFY</code>
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* playback reaches the given time, an event is dispatched by the trigger.
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* When animation playback reaches the given time, an event is dispatched by the trigger.
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*
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*
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*<code>
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* @example The following code listens event when 30 seconds elapsed from animation start:
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* <listing version="3.0">
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* animationClip.addNotify(30).addEventListener(NotifyEvent.NOTIFY, notifyHandler)
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* animationClip.addNotify(30).addEventListener(NotifyEvent.NOTIFY, notifyHandler)
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* …
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* …
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* private function notifyHandler(e:NotifyEvent):void{
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* private function notifyHandler(e:NotifyEvent):void{
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* trace("Animation time is " + e.notify.time + " seconds now")
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* trace("Animation time is " + e.notify.time + " seconds now")
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*}</code>
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*}
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* </listing>
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*
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*
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*
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*
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* @see AnimationClip#addNotify()
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* @see AnimationClip#addNotify()
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@@ -22,14 +22,16 @@ package alternativa.engine3d.objects {
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/**
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/**
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* A <code>Mesh</code> which has z-fighting engine. Most popular case of use is for dynamic addition of different tracks over existing surfaces.
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* A <code>Mesh</code> which has z-fighting engine. Most popular case of use is for dynamic addition of different tracks over existing surfaces.
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* The <code>Plane</code> instance can be used as the geometry source.
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* The <code>Plane</code> instance can be used as the geometry source.
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* <listing version="3.0">
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*
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* @example The following code creates decal from plane:
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* <listing version="3.0">
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* var plane = new Plane(200, 200);
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* var plane = new Plane(200, 200);
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* var decal = new Decal();
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* var decal = new Decal();
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* decal.geometry = plane.geometry;
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* decal.geometry = plane.geometry;
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* for (var i:int = 0; i < plane.numSurfaces; i++){
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* for (var i:int = 0; i < plane.numSurfaces; i++){
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* decal.addSurface(null, plane.getSurface(i).indexBegin, plane.getSurface(i).numTriangles);}
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* decal.addSurface(null, plane.getSurface(i).indexBegin, plane.getSurface(i).numTriangles);}
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* decal.geometry.upload(stage3D.context3D);
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* decal.geometry.upload(stage3D.context3D);
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* </listing>
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* </listing>
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*/
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*/
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public class Decal extends Mesh {
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public class Decal extends Mesh {
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@@ -15,7 +15,7 @@ package alternativa.engine3d.resources {
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import alternativa.engine3d.core.Transform3D;
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import alternativa.engine3d.core.Transform3D;
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import alternativa.engine3d.core.VertexAttributes;
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import alternativa.engine3d.core.VertexAttributes;
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import alternativa.engine3d.core.VertexStream;
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import alternativa.engine3d.core.VertexStream;
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import flash.display3D.Context3D;
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import flash.display3D.Context3D;
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import flash.display3D.IndexBuffer3D;
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import flash.display3D.IndexBuffer3D;
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import flash.display3D.VertexBuffer3D;
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import flash.display3D.VertexBuffer3D;
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@@ -32,6 +32,7 @@ package alternativa.engine3d.resources {
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* memory of GPU, independently of each other (vertexBuffer can be updated at once only).
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* memory of GPU, independently of each other (vertexBuffer can be updated at once only).
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* For this, you can store groups of parameters in different streams. Based on them vertexBuffers will be formed on uploading to GPU.
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* For this, you can store groups of parameters in different streams. Based on them vertexBuffers will be formed on uploading to GPU.
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* When new stream is formed, are specified the parameters, that will be stored in it.
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* When new stream is formed, are specified the parameters, that will be stored in it.
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*
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* @example This code creates stream on properties: x,y,z,u,v and forms a triangle by three vertices.
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* @example This code creates stream on properties: x,y,z,u,v and forms a triangle by three vertices.
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* <listing version="3.0">
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* <listing version="3.0">
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* var attributes:Array = new Array();
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* var attributes:Array = new Array();
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@@ -43,13 +44,13 @@ package alternativa.engine3d.resources {
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* var geometry = new Geometry();
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* var geometry = new Geometry();
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* geometry.addVertexStream(attributes);
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* geometry.addVertexStream(attributes);
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* geometry.numVertices = 3;
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* geometry.numVertices = 3;
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* geometry.setAttributeValues(VertexAttributes.POSITION, new <Number>[x1,y1,z1,x2,y2,z2,x3,y3,z3]);
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* geometry.setAttributeValues(VertexAttributes.POSITION, new <Number>[x1,y1,z1,x2,y2,z2,x3,y3,z3]);
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* geometry.setAttributeValues(VertexAttributes.TEXCOORDS[0], new <Number>[u1,v1,u2,v2,u3,v3]);
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* geometry.setAttributeValues(VertexAttributes.TEXCOORDS[0], new <Number>[u1,v1,u2,v2,u3,v3]);
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* geometry.indices = Vector.<uint>([0,1,2]);
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* geometry.indices = Vector.<uint>([0,1,2]);
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* </listing>
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* </listing>
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* To get access to data, you can use method <code>getAttributeValues</code> by parameter name, e.g.:
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* To get access to data, you can use method <code>getAttributeValues</code> by parameter name, e.g.:
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* <code>geometry.getAttributeValues(VertexAttributes.POSITION)</code>
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* <code>geometry.getAttributeValues(VertexAttributes.POSITION)</code>
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* returns vector from coordinates: <Number>[x1,y1,z1,x2,y2,z2,x3,y3,z3].
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* returns vector from coordinates: <Number>[x1,y1,z1,x2,y2,z2,x3,y3,z3].
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*/
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*/
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public class Geometry extends Resource {
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public class Geometry extends Resource {
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@@ -102,7 +103,7 @@ package alternativa.engine3d.resources {
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/**
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/**
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* Indexes of vertices for specifying of triangles of surface.
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* Indexes of vertices for specifying of triangles of surface.
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* Example of specifying of surface, that consists of two triangles: <code> Vector.<uint>([vertex_id_1,vertex_id_2,vertex_id_3,vertex_id_4,vertex_id_5,vertex_id_6]);</code>.
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* Example of specifying of surface, that consists of two triangles: <code> Vector.<uint>([vertex_id_1,vertex_id_2,vertex_id_3,vertex_id_4,vertex_id_5,vertex_id_6]);</code>.
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*/
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*/
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public function get indices():Vector.<uint> {
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public function get indices():Vector.<uint> {
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return _indices.slice();
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return _indices.slice();
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@@ -117,7 +117,7 @@ package alternativa.engine3d.shadows {
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* casting place is coded by pixel color. So, properties <code>nearBoundPosition</code>
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* casting place is coded by pixel color. So, properties <code>nearBoundPosition</code>
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* and <code>farBoundPosition</code> in some ways are analogues of <code>Camera3D.farClipping</code>
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* and <code>farBoundPosition</code> in some ways are analogues of <code>Camera3D.farClipping</code>
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* and <code>Camera3D.nearclipping</code>. The greater the range between <code>nearBoundPosition</code>
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* and <code>Camera3D.nearclipping</code>. The greater the range between <code>nearBoundPosition</code>
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* and <code> farBoundPosition </ code>, the rougher the coordinates of the pixel shader
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* and <code> farBoundPosition </code>, the rougher the coordinates of the pixel shader
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* will be determined. Shadow area, that is not included into this range would not be drawn.
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* will be determined. Shadow area, that is not included into this range would not be drawn.
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* Value is measured from center of shadow, that is set by properties: <code>centerX</code>,
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* Value is measured from center of shadow, that is set by properties: <code>centerX</code>,
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* <code>centerY</code>, <code>centerZ</code>.
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* <code>centerY</code>, <code>centerZ</code>.
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@@ -133,7 +133,7 @@ package alternativa.engine3d.shadows {
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* casting place is coded by pixel color. So, properties <code>nearBoundPosition</code>
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* casting place is coded by pixel color. So, properties <code>nearBoundPosition</code>
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* and <code>farBoundPosition</code> in some ways are analogues of <code>Camera3D.farClipping</code>
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* and <code>farBoundPosition</code> in some ways are analogues of <code>Camera3D.farClipping</code>
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* and <code>Camera3D.nearclipping</code>. The greater the range between <code>nearBoundPosition</code>
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* and <code>Camera3D.nearclipping</code>. The greater the range between <code>nearBoundPosition</code>
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* and <code> farBoundPosition </ code>, the rougher the coordinates of the pixel shader
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* and <code> farBoundPosition </code>, the rougher the coordinates of the pixel shader
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* will be determined. Shadow area, that is not included into this range would not be drawn.
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* will be determined. Shadow area, that is not included into this range would not be drawn.
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* Value is measured from center of shadow, that is set by properties <code>centerX</code>,
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* Value is measured from center of shadow, that is set by properties <code>centerX</code>,
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* <code>centerY</code>, <code>centerZ</code>.
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* <code>centerY</code>, <code>centerZ</code>.
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