Tizen Native API
4.0
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PrimitiveVisual Property. More...
Enumerations | |
enum | |
Enumeration for the instance of properties belonging to the PrimitiveVisual. More... |
anonymous enum |
Enumeration for the instance of properties belonging to the PrimitiveVisual.
SHAPE |
The specific shape to render. Name "shape", type Shape::Type (Property::INTEGER) or Property::STRING.
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MIX_COLOR |
The color of the shape. Name "mixColor", type Property::VECTOR4.
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SLICES |
The number of slices as you go around the shape. Name "slices", type Property::INTEGER. For spheres and conical frustums, this determines how many divisions there are as you go around the object.
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STACKS |
The number of stacks as you go down the shape. Name "stacks", type Property::INTEGER. For spheres, 'stacks' determines how many layers there are as you go down the object.
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SCALE_TOP_RADIUS |
The scale of the radius of the top circle of a conical frustum. Name "scaleTopRadius", type Property::FLOAT.
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SCALE_BOTTOM_RADIUS |
The scale of the radius of the bottom circle of a conical frustum. Name "scaleBottomRadius", type Property::FLOAT.
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SCALE_HEIGHT |
The scale of the height of a conic. Name "scaleHeight", type Property::FLOAT.
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SCALE_RADIUS |
The scale of the radius of a cylinder. Name "scaleRadius", type Property::FLOAT.
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SCALE_DIMENSIONS |
The dimensions of a cuboid. Scales in the same fashion as a 9-patch image. Name "scaleDimensions", type Property::VECTOR3.
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BEVEL_PERCENTAGE |
Determines how bevelled the cuboid should be, based off the smallest dimension. Name "bevelPercentage", type Property::FLOAT. Bevel percentage ranges from 0.0 to 1.0. It affects the ratio of the outer face widths to the width of the overall cube.
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BEVEL_SMOOTHNESS |
Defines how smooth the bevelled edges should be. Name "bevelSmoothness", type Property::FLOAT.
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LIGHT_POSITION |
The position, in stage space, of the point light that applies lighting to the model. Name "lightPosition", type Property::VECTOR3. This is based off the stage's dimensions, so using the width and height of the stage halved will correspond to the center, and using all zeroes will place the light at the top left corner.
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