cocos2dx_3d.ini 3.7 KB

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  1. [cocos2dx_3d]
  2. # the prefix to be added to the generated functions. You might or might not use this in your own
  3. # templates
  4. prefix = cocos2dx_3d
  5. # create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)
  6. # all classes will be embedded in that namespace
  7. target_namespace = cc
  8. android_headers =
  9. 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
  10. clang_headers =
  11. clang_flags = -nostdinc -x c++ -std=c++11 -fsigned-char -U__SSE__
  12. cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/external
  13. cocos_flags = -DANDROID
  14. cxxgenerator_headers =
  15. # extra arguments for clang
  16. 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
  17. # what headers to parse
  18. headers = %(cocosdir)s/cocos/cocos2d.h %(cocosdir)s/cocos/3d/CCBundle3D.h
  19. # what classes to produce code for. You can use regular expressions here. When testing the regular
  20. # expression, it will be enclosed in "^$", like this: "^Menu*$".
  21. classes = Animate3D Sprite3D Animation3D Skeleton3D ^Mesh$ AttachNode BillBoard Sprite3DCache TextureCube Skybox Terrain Bundle3D Sprite3DMaterial
  22. # what should we skip? in the format ClassName::[function function]
  23. # ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
  24. # regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
  25. # add a single "*" as functions. See bellow for several examples. A special class name is "*", which
  26. # will apply to all class names. This is a convenience wildcard to be able to skip similar named
  27. # functions from all classes.
  28. skip = Mesh::[create getAABB getVertexBuffer hasVertexAttrib getSkin getMeshIndexData getGLProgramState getPrimitiveType getIndexCount getIndexFormat getIndexBuffer getMeshCommand getDefaultGLProgram getTexture setTexture],
  29. Sprite3D::[getSkin getAABB getMeshArrayByName createAsync init initWithFile initFrom loadFromCache loadFromFile visit genGLProgramState createNode createAttachSprite3DNode createSprite3DNode getMeshIndexData addMesh onAABBDirty afterAsyncLoad],
  30. Skeleton3D::[create],
  31. Animation3D::[getBoneCurveByName getBoneCurves],
  32. Animate3D::[getKeyFrameUserInfo],
  33. BillBoard::[draw],
  34. Sprite3DCache::[addSprite3DData getSpriteData],
  35. Terrain::[lookForIndicesLODSkrit lookForIndicesLOD insertIndicesLOD insertIndicesLODSkirt getIntersectionPoint getAABB getQuadTree create ^getHeight$],
  36. Bundle3D::[calculateAABB loadMeshDatas getTrianglesList loadObj],
  37. Sprite3DMaterial::[setTexture]
  38. rename_functions =
  39. rename_classes =
  40. # for all class names, should we remove something when registering in the target VM?
  41. remove_prefix =
  42. # classes for which there will be no "parent" lookup
  43. classes_have_no_parents =
  44. # base classes which will be skipped when their sub-classes found them.
  45. base_classes_to_skip = Clonable
  46. # classes that create no constructor
  47. # Set is special and we will use a hand-written constructor
  48. abstract_classes = Sprite3D
  49. # 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'.
  50. script_control_cpp = no