Modifier and Type | Field and Description |
---|---|
static long[] |
__DNA__FIELD___pad
Field descriptor (offset) for struct member '_pad'.
|
static long[] |
__DNA__FIELD__light_direction
Field descriptor (offset) for struct member 'light_direction'.
|
static long[] |
__DNA__FIELD__matcap_ssao_attenuation
Field descriptor (offset) for struct member 'matcap_ssao_attenuation'.
|
static long[] |
__DNA__FIELD__matcap_ssao_distance
Field descriptor (offset) for struct member 'matcap_ssao_distance'.
|
static long[] |
__DNA__FIELD__matcap_ssao_samples
Field descriptor (offset) for struct member 'matcap_ssao_samples'.
|
static long[] |
__DNA__FIELD__render_aa
Field descriptor (offset) for struct member 'render_aa'.
|
static long[] |
__DNA__FIELD__shading
Field descriptor (offset) for struct member 'shading'.
|
static long[] |
__DNA__FIELD__shadow_focus
Field descriptor (offset) for struct member 'shadow_focus'.
|
static long[] |
__DNA__FIELD__shadow_shift
Field descriptor (offset) for struct member 'shadow_shift'.
|
static long[] |
__DNA__FIELD__viewport_aa
Field descriptor (offset) for struct member 'viewport_aa'.
|
static int |
__DNA__SDNA_INDEX
This is the sdna index of the struct SceneDisplay.
|
__io__address, __io__arch_index, __io__block, __io__blockTable, __io__pointersize
Modifier | Constructor and Description |
---|---|
|
SceneDisplay(long __address,
Block __block,
BlockTable __blockTable) |
protected |
SceneDisplay(SceneDisplay that) |
Modifier and Type | Method and Description |
---|---|
CPointer<SceneDisplay> |
__io__addressof()
Instantiates a pointer on this instance.
|
CArrayFacade<java.lang.Byte> |
get_pad()
Get method for struct member '_pad'.
|
CArrayFacade<java.lang.Float> |
getLight_direction()
Get method for struct member 'light_direction'.
|
float |
getMatcap_ssao_attenuation()
Get method for struct member 'matcap_ssao_attenuation'.
|
float |
getMatcap_ssao_distance()
Get method for struct member 'matcap_ssao_distance'.
|
int |
getMatcap_ssao_samples()
Get method for struct member 'matcap_ssao_samples'.
|
byte |
getRender_aa()
Get method for struct member 'render_aa'.
|
View3DShading |
getShading()
Get method for struct member 'shading'.
|
float |
getShadow_focus()
Get method for struct member 'shadow_focus'.
|
float |
getShadow_shift()
Get method for struct member 'shadow_shift'.
|
byte |
getViewport_aa()
Get method for struct member 'viewport_aa'.
|
void |
set_pad(CArrayFacade<java.lang.Byte> _pad)
Set method for struct member '_pad'.
|
void |
setLight_direction(CArrayFacade<java.lang.Float> light_direction)
Set method for struct member 'light_direction'.
|
void |
setMatcap_ssao_attenuation(float matcap_ssao_attenuation)
Set method for struct member 'matcap_ssao_attenuation'.
|
void |
setMatcap_ssao_distance(float matcap_ssao_distance)
Set method for struct member 'matcap_ssao_distance'.
|
void |
setMatcap_ssao_samples(int matcap_ssao_samples)
Set method for struct member 'matcap_ssao_samples'.
|
void |
setRender_aa(byte render_aa)
Set method for struct member 'render_aa'.
|
void |
setShading(View3DShading shading)
Set method for struct member 'shading'.
|
void |
setShadow_focus(float shadow_focus)
Set method for struct member 'shadow_focus'.
|
void |
setShadow_shift(float shadow_shift)
Set method for struct member 'shadow_shift'.
|
void |
setViewport_aa(byte viewport_aa)
Set method for struct member 'viewport_aa'.
|
__io__addressof, __io__addressof, __io__equals, __io__generic__copy, __io__generic__copy, __io__instanceof, __io__native__copy, __io__newInstance, __io__same__encoding, __io__sizeof, __io__sizeof, __io__subclassof
public static final int __DNA__SDNA_INDEX
It is required when allocating a new block to store data for SceneDisplay.
org.cakelab.blender.io.dna.internal.StructDNA}
,
org.cakelab.blender.io.block.BlockTable#allocate}
,
Constant Field Valuespublic static final long[] __DNA__FIELD__light_direction
Light
direction for shadows/highlight.
This is how you get a reference on the corresponding field in the struct:
SceneDisplay scenedisplay = ...; CPointer<Object> p = scenedisplay.__dna__addressof(SceneDisplay.__DNA__FIELD__light_direction); CPointer<CArrayFacade<Float>> p_light_direction = p.cast(new Class[]{CArrayFacade.class, Float.class});
public static final long[] __DNA__FIELD__shadow_shift
This is how you get a reference on the corresponding field in the struct:
SceneDisplay scenedisplay = ...; CPointer<Object> p = scenedisplay.__dna__addressof(SceneDisplay.__DNA__FIELD__shadow_shift); CPointer<Float> p_shadow_shift = p.cast(new Class[]{Float.class});
public static final long[] __DNA__FIELD__shadow_focus
This is how you get a reference on the corresponding field in the struct:
SceneDisplay scenedisplay = ...; CPointer<Object> p = scenedisplay.__dna__addressof(SceneDisplay.__DNA__FIELD__shadow_focus); CPointer<Float> p_shadow_focus = p.cast(new Class[]{Float.class});
public static final long[] __DNA__FIELD__matcap_ssao_distance
Settings for Cavity Shader.
This is how you get a reference on the corresponding field in the struct:
SceneDisplay scenedisplay = ...; CPointer<Object> p = scenedisplay.__dna__addressof(SceneDisplay.__DNA__FIELD__matcap_ssao_distance); CPointer<Float> p_matcap_ssao_distance = p.cast(new Class[]{Float.class});
public static final long[] __DNA__FIELD__matcap_ssao_attenuation
This is how you get a reference on the corresponding field in the struct:
SceneDisplay scenedisplay = ...; CPointer<Object> p = scenedisplay.__dna__addressof(SceneDisplay.__DNA__FIELD__matcap_ssao_attenuation); CPointer<Float> p_matcap_ssao_attenuation = p.cast(new Class[]{Float.class});
public static final long[] __DNA__FIELD__matcap_ssao_samples
This is how you get a reference on the corresponding field in the struct:
SceneDisplay scenedisplay = ...; CPointer<Object> p = scenedisplay.__dna__addressof(SceneDisplay.__DNA__FIELD__matcap_ssao_samples); CPointer<Integer> p_matcap_ssao_samples = p.cast(new Class[]{Integer.class});
public static final long[] __DNA__FIELD__viewport_aa
Method of AA for viewport rendering and image rendering
This is how you get a reference on the corresponding field in the struct:
SceneDisplay scenedisplay = ...; CPointer<Object> p = scenedisplay.__dna__addressof(SceneDisplay.__DNA__FIELD__viewport_aa); CPointer<Byte> p_viewport_aa = p.cast(new Class[]{Byte.class});
public static final long[] __DNA__FIELD__render_aa
This is how you get a reference on the corresponding field in the struct:
SceneDisplay scenedisplay = ...; CPointer<Object> p = scenedisplay.__dna__addressof(SceneDisplay.__DNA__FIELD__render_aa); CPointer<Byte> p_render_aa = p.cast(new Class[]{Byte.class});
public static final long[] __DNA__FIELD___pad
This is how you get a reference on the corresponding field in the struct:
SceneDisplay scenedisplay = ...; CPointer<Object> p = scenedisplay.__dna__addressof(SceneDisplay.__DNA__FIELD___pad); CPointer<CArrayFacade<Byte>> p__pad = p.cast(new Class[]{CArrayFacade.class, Byte.class});
public static final long[] __DNA__FIELD__shading
OpenGL render engine settings.
This is how you get a reference on the corresponding field in the struct:
SceneDisplay scenedisplay = ...; CPointer<Object> p = scenedisplay.__dna__addressof(SceneDisplay.__DNA__FIELD__shading); CPointer<View3DShading> p_shading = p.cast(new Class[]{View3DShading.class});
public SceneDisplay(long __address, Block __block, BlockTable __blockTable)
protected SceneDisplay(SceneDisplay that)
public CArrayFacade<java.lang.Float> getLight_direction() throws java.io.IOException
Light
direction for shadows/highlight.
java.io.IOException
__DNA__FIELD__light_direction
public void setLight_direction(CArrayFacade<java.lang.Float> light_direction) throws java.io.IOException
Light
direction for shadows/highlight.
java.io.IOException
__DNA__FIELD__light_direction
public float getShadow_shift() throws java.io.IOException
java.io.IOException
__DNA__FIELD__shadow_shift
public void setShadow_shift(float shadow_shift) throws java.io.IOException
java.io.IOException
__DNA__FIELD__shadow_shift
public float getShadow_focus() throws java.io.IOException
java.io.IOException
__DNA__FIELD__shadow_focus
public void setShadow_focus(float shadow_focus) throws java.io.IOException
java.io.IOException
__DNA__FIELD__shadow_focus
public float getMatcap_ssao_distance() throws java.io.IOException
Settings for Cavity Shader.
java.io.IOException
__DNA__FIELD__matcap_ssao_distance
public void setMatcap_ssao_distance(float matcap_ssao_distance) throws java.io.IOException
Settings for Cavity Shader.
java.io.IOException
__DNA__FIELD__matcap_ssao_distance
public float getMatcap_ssao_attenuation() throws java.io.IOException
java.io.IOException
__DNA__FIELD__matcap_ssao_attenuation
public void setMatcap_ssao_attenuation(float matcap_ssao_attenuation) throws java.io.IOException
java.io.IOException
__DNA__FIELD__matcap_ssao_attenuation
public int getMatcap_ssao_samples() throws java.io.IOException
java.io.IOException
__DNA__FIELD__matcap_ssao_samples
public void setMatcap_ssao_samples(int matcap_ssao_samples) throws java.io.IOException
java.io.IOException
__DNA__FIELD__matcap_ssao_samples
public byte getViewport_aa() throws java.io.IOException
Method of AA for viewport rendering and image rendering
java.io.IOException
__DNA__FIELD__viewport_aa
public void setViewport_aa(byte viewport_aa) throws java.io.IOException
Method of AA for viewport rendering and image rendering
java.io.IOException
__DNA__FIELD__viewport_aa
public byte getRender_aa() throws java.io.IOException
java.io.IOException
__DNA__FIELD__render_aa
public void setRender_aa(byte render_aa) throws java.io.IOException
java.io.IOException
__DNA__FIELD__render_aa
public CArrayFacade<java.lang.Byte> get_pad() throws java.io.IOException
java.io.IOException
__DNA__FIELD___pad
public void set_pad(CArrayFacade<java.lang.Byte> _pad) throws java.io.IOException
java.io.IOException
__DNA__FIELD___pad
public View3DShading getShading() throws java.io.IOException
OpenGL render engine settings.
java.io.IOException
__DNA__FIELD__shading
public void setShading(View3DShading shading) throws java.io.IOException
OpenGL render engine settings.
java.io.IOException
__DNA__FIELD__shading
public CPointer<SceneDisplay> __io__addressof()