Blame view

ios/cocos2d/cocos/editor-support/cocostudio/fbs-files/CSParse3DBinary.fbs 1.64 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
  // CSParse3DBinary IDL file
  // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  // !! When adding new pairs to the maps below,         !!
  // !! please add to the last position of the map.      !!
  // !! It will ensure the reader's version compatible.  !!
  // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  
  include "CSParseBinary.fbs";
  
  namespace flatbuffers;
  
  table Node3DOption
  {
      nodeOptions:WidgetOptions;
      position3D:Vector3;
      rotation3D:Vector3;
      scale3D:Vector3;
      cameramask:int;
  }
  
  root_type Node3DOption;
  
  table Sprite3DOptions
  {
      node3DOption:Node3DOption;
      fileData:ResourceData;
      runAction:bool = false;
  	isFlipped:bool;
  	lightFlag:int;
  }
  
  table Particle3DOptions
  {
      node3DOption:Node3DOption;
      fileData:ResourceData;
  }
  
  table UserCameraOptions
  {
      node3DOption:Node3DOption;
      fov:float = 60;
      nearClip:float = 1;
      farClip:float = 1000;
      cameraFlag:int;
  	skyBoxEnabled:bool;
  	leftFileData:ResourceData;
  	rightFileData:ResourceData;
  	upFileData:ResourceData;
  	downFileData:ResourceData;
  	forwardFileData:ResourceData;
  	backFileData:ResourceData;
  }
  
  table GameNode3DOption
  {
  	name:string;
  	skyBoxMask:int;
  	skyBoxEnabled:bool;
  	leftFileData:ResourceData;
  	rightFileData:ResourceData;
  	upFileData:ResourceData;
  	downFileData:ResourceData;
  	forwardFileData:ResourceData;
  	backFileData:ResourceData;
  	frameEvent:string;
  	customProperty:string;
  	useDefaultLight:bool;
  }
  
  table Light3DOption
  {
  	node3DOption:Node3DOption;
  	enabled:bool;
  	type:int;
  	flag:int;
  	intensity:float;
  	range:float;
  	outerAngle:float;	
  }
  
  struct Vector2
  {
      x:float;
      y:float;
  }
  
  struct Vector3
  {
      x:float;
      y:float;
      z:float;
  }