fastest 3D software for linux

Linux 3D
interactive ray-tracing
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Index

 E3dNodeHrc_NearestCommonAncestor
 E3dNodeHrc_BranchCopy
 E3dNodeHrc_Map2DTextures
 E3dNodeHrc_FreezeRotation
 E3dNodeHrc_FreezeScaling
 E3dNodeHrc_ReplaceTexturePaths


E3dNodeHrc_NearestCommonAncestor

Find nearest common ancestor of a list of Nodes

Syntax
E3dNode* E3dNodeHrc_NearestCommonAncestor(E3dNode** PNodes, const EIndex PCount)

Arguments
E3dNode** PNodes The list of Nodes const EIndex PCount The number of Nodes
Description
Searches for the nearest common ancestor of the given list of Nodes.

Return value
The nearest common ancestor, or NULL if none was found.

E3dNodeHrc_BranchCopy

Duplicate branch

Syntax
E3dNode* E3dNodeHrc_BranchCopy(E3dScene* PScene, E3dNode* PRootNode, const EFlags PCopyFlags, const EBool PInstance, const uint32_t PObjectTypeFlags, const EBool PVisibleOnly, const EBool PUpdate)

Arguments
E3dScene* PScene The Scene in which the Node branch appears E3dNode* PRootNode The root of the branch to be duplicated const EFlags PCopyFlags OR-ed together flags to influence the copy operation const EBool PInstance Create instances of Objects, rather than copying them const uint32_t PObjectTypeFlags OR-ed together flags, specifying the type of Objects to copy / instance (E3dItemCAMERA, E3dItemLIGHT, E3dItemPOINTSET, E3dItemSPLINE, E3dItemFACE, E3dItemMESH) const EBool PVisibleOnly If TRUE, only visible Objects will be copied / instanced const EBool PUpdate Call Update methods
Description
Creates a duplicate of the given branch or tree of Nodes. The PScene parameter is used to generate unique names for the new Nodes and Objects, and for calling change callbacks registered in PScene. When NULL is passed for PScene, the names will simply be duplicated as well.

Return value
The root Node of the duplicate.

E3dNodeHrc_Map2DTextures

(Re)Map Textures of Node hierarchy

Syntax
void E3dNodeHrc_Map2DTextures(E3dNode* PRootNode)

Argument
E3dNode* PRootNode Pointer to the Root of the hierarchy
Description
This function parses through the given hierarchy and recomputes the Texture coordinates (S and T) based on the mapping-method and parameters.

Return value
None.

E3dNodeHrc_FreezeRotation

Freeze rotation on a hierarchy or a branch (sub-tree of a hierarchy)

Syntax
int E3dNodeHrc_FreezeRotation(E3dNode* PBranchRootNode)

Argument
E3dNode* PBranchRootNode Pointer to the Root of the branch
Description
This function performs the rotation on the Geometries of each node in the given hierarchy or branch, then sets the rotation values to 0.0.

Return value
None.

E3dNodeHrc_FreezeScaling

Freeze scaling on a hierarchy or a branch (sub-tree of a hierarchy)

Syntax
int E3dNodeHrc_FreezeScaling(E3dNode* PBranchRootNode)

Argument
E3dNode* PBranchRootNode Pointer to the Root of the branch
Description
This function performs the scaling on the Geometries of each node in the given hierarchy or branch, then sets the scaling values to 1.0.

Return value
None.

E3dNodeHrc_ReplaceTexturePaths

Override the texture (file) paths of Materials in a hierarchy

Syntax
int E3dNodeHrc_ReplaceTexturePaths(E3dNode* PNode, const char* PTexturePath)

Arguments
E3dNode* PNode The root Node of the hierarchy const char* PTexturePath The new file path for textures
Description
Replaces the file path for all Textures in all Materials, used by the Geometries that are instantiated in the given hierarchy. This is useful when you have a Scene with Texture images used from several locations, but you want to consolidate them into a single folder. For example, if you want to create a single package (for zip, tar etc.). The file names will be unaffected. For example, if PTexturePath is "localtextures", "/home/myname/mytexures/wood/plank.jpg" will be replaced with localtextures/plank.jpg.

Return value
The number of Geometries affected.
© 1996-2022 By Gabor Nagy