Daily update on 20231211 by nitload youmu

This commit is contained in:
Nitload
2023-12-12 03:17:16 +08:00
parent ab85c1a9fe
commit f97fb137ba
100 changed files with 2699 additions and 3191 deletions
@@ -14,7 +14,7 @@ using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("StgSharp")]
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+ab85c1a9fe556e53e39ce33690efdd1b4ad28484")]
[assembly: System.Reflection.AssemblyProductAttribute("StgSharp")]
[assembly: System.Reflection.AssemblyTitleAttribute("StgSharp")]
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
@@ -1 +1 @@
e8b19b35bca753348ef94df4faf984102d2e81946d465d23132400b7d6c8fb6d
b38880cab427ff4384d0fea3dec02c59d1d5ebab3deb9283cedea7e2be0c13d3
@@ -1 +1 @@
6de3e4f960d5702a20b1070ed5f43546b6f7cbd8ad4d4a9980f3ff7469954a65
04fd394b76052c1382ce478d9e85878535f06255ce0da04c1bfa05a5caccc08c
@@ -1 +1 @@
{"documents":{"D:\\NitloadIndustry\\研究项目\\1-Flagship\\TH2020\\ProjectFile\\*":"https://raw.githubusercontent.com/Nitload-NSI/CCD_Github/ae804553ce830ceaa07a752049a8a8fee9981ad8/*"}}
{"documents":{"D:\\NitloadIndustry\\研究项目\\1-Flagship\\TH2020\\ProjectFile\\*":"https://raw.githubusercontent.com/Nitload-NSI/CCD_Github/ab85c1a9fe556e53e39ce33690efdd1b4ad28484/*"}}
@@ -4,13 +4,7 @@
<name>StgSharp</name>
</assembly>
<members>
<member name="M:StgSharp.Control.InitPool">
<summary>
Add a pool to timeline controller, and return the instance of the pool.
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Control.GetKeyStatus(StgSharp.Graphics.Form,StgSharp.Control.Key)">
<member name="M:StgSharp.Operation.GetKeyStatus(StgSharp.Graphics.Form,StgSharp.Operation.Key)">
<summary>
Get the status of a certain key on the keyboard.
</summary>
@@ -30,6 +24,27 @@
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.Height">
<summary>
Height of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.Size">
<summary>
Width of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.GL">
<summary>
A set of methods providing support for all OpenGL
APIs and other methods depend on OpenGL.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Show(System.Object[])">
<summary>
Init this form and render it on screen, and respond with operation
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.InitForm(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Constructor of a Form, creats an instance of a form and
@@ -38,9 +53,11 @@
</member>
<member name="M:StgSharp.Graphics.Form.MakeAsCurrentContext">
<summary>
Init an OpenGl context if current form has not been binded to any context.
and set the context binded to current form as current OpenGL context.
</summary>
<exception cref="T:System.Exception"></exception>
<exception cref="T:System.Exception">Something goes wrong and
StgSharp fails in creating a new OpenGL context. </exception>
</member>
<member name="M:StgSharp.Graphics.Form.SetSize(System.Int32,System.Int32)">
<summary>
@@ -77,6 +94,11 @@
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
</param>
</member>
<member name="M:StgSharp.Graphics.Form.BindToPlatform">
<summary>
Bind this form to StgSharp platform.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<summary>
@@ -92,137 +114,21 @@
</member>
<member name="M:StgSharp.Graphics.Form.VertexBuffer.SetValue``1(System.Int32,``0,StgSharp.Graphics.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T"></typeparam>
<param name="bufferData"></param>
<param name="readType"></param>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="bufferData">Data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.ClearColor(System.Single,System.Single,System.Single,System.Single)">
<member name="M:StgSharp.Graphics.Form.VertexBuffer.SetValueArray``1(System.Int32,``0[],StgSharp.Graphics.BufferUsage)">
<summary>
Call apiClearColor in OpenGL
specifies the red, green, blue, and alpha values used by apiClear to clear the color buffers.
Values specified by apiClearColor are clamped to the range [0,1]
Set data to current vertex buffer object
</summary>
<param name="R">Specify the red values used when the color buffers are cleared.</param>
<param name="G">Specify the red values used when the color buffers are cleared.</param>
<param name="B">Specify the red values used when the color buffers are cleared.</param>
<param name="A">Specify the red values used when the color buffers are cleared.</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.BindBuffer(StgSharp.Graphics.BufferType,System.UInt32)">
<summary>
Bind the indexed buffer object to certain type of buffer
</summary>
<param name="bufferType"></param>
<param name="index"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.Clear(StgSharp.Graphics.MaskBufferBit)">
<summary>
Clear buffers to preset values
</summary>
<param name="mask"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.CompileShader(System.String,StgSharp.Graphics.ShaderType)">
<summary>
Conpile the provided shader code in string form.
</summary>
<param name="shaderCode">A string represent the shader's code</param>
<param name="shaderType">An <see cref="T:StgSharp.Graphics.ShaderType"/> enum represent the type of the shader to
conpile, including vertex shader and fragment shader.</param>
<returns>An uint value as the only mark of conpiled shader</returns>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.CreateWindowHandle(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Creates a form and its associated
</summary>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The instance of created form</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetFrameBufferSizeCallback(System.IntPtr,StgSharp.Graphics.FrameBufferSizeHandler)">
<summary>
sets the framebuffer resize callback of the specified <see cref="T:StgSharp.Graphics.Form"/>,
which is called when the framebuffer of the specified <see cref="T:StgSharp.Graphics.Form"/> is resized.
</summary>
<param name="id">The only signiture stands for the <see cref="T:StgSharp.Graphics.Form"/> to be controlled</param>
<param name="handler">Method hadler </param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.Int32,System.Int32)">
<summary>
Set how a shader parameter read data from a VBO.
</summary>
<param name="index">Serial number of the parameter</param>
<param name="size">Amount of data each elements contains</param>
<param name="t">Type of data read by shader</param>
<param name="normalized"></param>
<param name="stride">Pixels stride of each sets of data</param>
<param name="pointer"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single},System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Int32},System.Int32)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are int.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single},System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`2"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`3"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="bufferArray">A array of data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.Form.CreateShader">
<summary>
@@ -235,7 +141,7 @@
A <see cref="T:System.UInt32"/> value represent this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.#ctor(StgSharp.Graphics.Form.GLfunc)">
<member name="M:StgSharp.Graphics.Form.Shader.#ctor(StgSharp.Graphics.IglFunc)">
<summary>
Inti a shader with no program attached.
</summary>
@@ -270,6 +176,23 @@
Let the current context use this shader.
</summary>
</member>
<member name="T:StgSharp.Graphics.FrameTimer">
<summary>
A timer counting frames after its construction.
</summary>
</member>
<member name="P:StgSharp.Graphics.FrameTimer.Time">
<summary>
Frames after this timer created.
</summary>
</member>
<member name="M:StgSharp.Graphics.FrameTimer.op_Implicit(StgSharp.Graphics.FrameTimer)~System.UInt32">
<summary>
Convert a <see cref="T:StgSharp.Graphics.FrameTimer"/> into uint value.
this will get total frames since the timer was created.
</summary>
<param name="timer"><see cref="T:StgSharp.Graphics.FrameTimer"/> to be converted</param>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLapi(StgSharp.Graphics.Form,StgSharp.Graphics.GLfuncLoader)">
<summary>
Load all aupportable OpenGL APIs and bind them to given <see cref="T:StgSharp.Graphics.Form"/> context.
@@ -284,10 +207,242 @@
<param name="name">Name of the OpenGL api</param>
<returns>The funtion pointer of the api in form of <see cref="T:System.IntPtr"/></returns>
</member>
<member name="F:StgSharp.Controlling.TimeLine.tickCounter">
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single},System.Single)">
<summary>
Tick counter count the frames passed since the program start.
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Int32},System.Int32)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are int.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single},System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`2"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`3"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.SetValue(StgSharp.Graphics.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AttachShader(System.UInt32,System.UInt32)">
<summary>
Same fucntion as OpenGL api glAttachShader
</summary>
<param name="program">Shader program to be attachec</param>
<param name="shader">A shader part to attach</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.BindBuffer(StgSharp.Graphics.BufferType,System.UInt32)">
<summary>
Bind the indexed buffer object to certain type of buffer
</summary>
<param name="bufferType"></param>
<param name="index"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.BindVertexArray(System.UInt32)">
<summary>
Same function as OpenGL api, glBindVertexArray
</summary>
<param name="index"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.Clear(StgSharp.Graphics.MaskBufferBit)">
<summary>
Clear buffers to preset values
</summary>
<param name="mask"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.ClearColor(System.Single,System.Single,System.Single,System.Single)">
<summary>
Call apiClearColor in OpenGL
specifies the red, green, blue, and alpha values used by apiClear to clear the color buffers.
Values specified by apiClearColor are clamped to the range [0,1]
</summary>
<param name="R">Specify the red values used when the color buffers are cleared.</param>
<param name="G">Specify the red values used when the color buffers are cleared.</param>
<param name="B">Specify the red values used when the color buffers are cleared.</param>
<param name="A">Specify the red values used when the color buffers are cleared.</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.CompileShader(System.String,StgSharp.Graphics.ShaderType)">
<summary>
Conpile the provided shader code in string form.
</summary>
<param name="shaderCode">A string represent the shader's code</param>
<param name="shaderType">An <see cref="T:StgSharp.Graphics.ShaderType"/> enum represent the type of the shader to
conpile, including vertex shader and fragment shader.</param>
<returns>An uint value as the only mark of conpiled shader</returns>
</member>
<member name="M:StgSharp.Graphics.IglFunc.CreateProgram">
<summary>
Same function as OpenGL api, glCreateProgram
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.IglFunc.CreateWindowHandle(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Creates a form and its associated
</summary>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The instance of created form</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffers(System.Int32,System.UInt32*)">
<summary>
Same function as OpenGL api, glDeleteBuffer.
</summary>
<param name="count">Amount of bufferd to be deleted</param>
<param name="ptr">Pointer of buffer to be deleted</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteVertexArrays(System.Int32,System.UInt32*)">
<summary>
Same function as OpenGL api, glDeleteVertexArrays
</summary>
<param name="count">Amount of vao to be deleted</param>
<param name="ptr">pointer of vao sign array</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenBuffers(System.Int32,System.UInt32*)">
<summary>
Same fucntion as the OpenGL api glGenBuffers
</summary>
<param name="count"></param>
<param name="ptr"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenVertexArrays(System.Int32,System.UInt32*)">
<summary>
Same fucntion as OpenGL api, glGenVertexArray
</summary>
<param name="count">Amount of vao to be generated</param>
<param name="ptr">Pointer of vao sign array</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GetUniformLocation(System.UInt32,System.Byte*)">
<summary>
Same fucntion as OpenGL api, glGetUniformLocation
</summary>
<param name="program">Shader program to find the uniform</param>
<param name="ptr">Pointer to byte array of name <see cref="T:System.String"/> of the uniform </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetFrameBufferSizeCallback(System.IntPtr,StgSharp.Graphics.FrameBufferSizeHandler)">
<summary>
sets the framebuffer resize callback of the specified <see cref="T:StgSharp.Graphics.Form"/>,
which is called when the framebuffer of the specified <see cref="T:StgSharp.Graphics.Form"/> is resized.
</summary>
<param name="id">The only signiture stands for the <see cref="T:StgSharp.Graphics.Form"/> to be controlled</param>
<param name="handler">Method hadler </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.Int32,System.Int32)">
<summary>
Set how a shader parameter read data from a VBO.
</summary>
<param name="index">Serial number of the parameter</param>
<param name="size">Amount of data each elements contains</param>
<param name="t">Type of data read by shader</param>
<param name="normalized"></param>
<param name="stride">Pixels stride of each sets of data</param>
<param name="pointer"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.TextureImage2d(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Int32,System.UInt32,System.UInt32,System.Void*)">
<summary>
Same function as OpenGL api glTexImage2d
</summary>
<param name="target">texture target to load image in</param>
<param name="level">level of mipmap, 0 if default</param>
<param name="internalformat">OpenGL's internal color channel format</param>
<param name="width">width of image</param>
<param name="height">height of image</param>
<param name="format">color channels of this image</param>
<param name="type">how this image express each pixel</param>
<param name="pixels">pointer to data array of pixels</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.TextureParameter(System.UInt32,System.UInt32,System.Int32)">
<summary>
Same fucntion as OpenGL api glTexParameteri
</summary>
<param name="target">texture target to set parameters</param>
<param name="pname">name of parameter</param>
<param name="param">value of parameter</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.UseProgram(System.UInt32)">
<summary>
Same fucntion as OpenGL api glUseShader.
</summary>
<param name="program">Sign of program to be used</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenTextures(System.Int32,System.UInt32*)">
<summary>
Same fucnction as OpenGL api glGenTextures.
</summary>
<param name="count">amount of textures to generate</param>
<param name="ptr">pointer to texture signs' array</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.BindTexture(System.UInt32,System.UInt32)">
<summary>
Same function as OpenGL api, glBindTexture.
</summary>
<param name="type">Type of texture to bind</param>
<param name="texture">Sign of texture</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.ActiveTexture(System.UInt32)">
<summary>
Same function as OpenGL api glActiveTexture
</summary>
<param name="type">type of texture to activate</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.Viewport(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Same function as the OpenGL api, glViewPort
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="P:StgSharp.IEntity.CollisionSensor">
<summary>
@@ -309,6 +464,16 @@
Y position of an enemy entity
</summary>
</member>
<member name="T:StgSharp.Geometries.Arc">
<summary>
Part of a circle. All points on a arc has the same distance to their center.
</summary>
</member>
<member name="T:StgSharp.Geometries.Circle">
<summary>
A collection of all point on the same plain and has the same distance to a point
</summary>
</member>
<member name="F:StgSharp.Geometries.PartialPlainCoordinate.origin">
<summary>
The origin of this coordinate.
@@ -338,6 +503,23 @@
<param name="tick">The game tick represent time passed by</param>
<returns>A 3d vector representing movement</returns>
</member>
<member name="M:StgSharp.Geometries.Line.MoveBeginPoint(System.UInt32)">
<summary>
Move begin side of a line.
It is recommended to override this function rather than
loading an <see cref="T:StgSharp.Geometries.GetLocationHandler"/> with same function.
</summary>
<param name="tick">Time passed since current line was created.</param>
</member>
<member name="M:StgSharp.Geometries.Line.MoveEndPoint(System.UInt32)">
<summary>
Move end side of a line.
It is recommended to override this function rather than
loading an <see cref="T:StgSharp.Geometries.GetLocationHandler"/> with same function.
</summary>
<param name="tick">Time passed since current line was created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Geometries.Parallelogram.MoveVertex2(System.UInt32)">
<summary>
Move the third vertix. this is a useless method for Parallelograms.
@@ -359,6 +541,23 @@
平面几何体。包含三角形,对称四边形,自由多边形等。最多可由16个点参数定义。
</summary>
</member>
<member name="P:StgSharp.Geometries.PlainGeometry.BornTime">
<summary>
Tick time this geometry eas crested
</summary>
</member>
<member name="M:StgSharp.Geometries.PlainGeometry.GetAllSides">
<summary>
Get all sides of this <see cref="T:StgSharp.Geometries.PlainGeometry"/>.
</summary>
<returns>A array contains all straight <see cref="T:StgSharp.Geometries.Line"/>s of current geometry item.</returns>
</member>
<member name="M:StgSharp.Geometries.PlainGeometry.GetPlain">
<summary>
Get a flat <see cref="T:StgSharp.Geometries.Plain"/> cincide with current geometry.
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Geometries.Point.Update(System.UInt32)">
<summary>
Update the coordinate of the point. If this is a moving point,
@@ -379,19 +578,65 @@
A square
</summary>
</member>
<member name="P:StgSharp.LinkedList`1.IsEmpty">
<summary>
Whether this linked list has no members or not.
</summary>
</member>
<member name="P:StgSharp.LinkedList`1.First">
<summary>
The first memeber of this linkec list.
Set value to this property will reset the first node.
</summary>
</member>
<member name="P:StgSharp.LinkedList`1.Tail">
<summary>
The last memeber of this linkec list.
Set value to this property will reset the first node.
</summary>
</member>
<member name="M:StgSharp.LinkedList`1.Add(`0)">
<summary>
Add an item to the tail of linked list.
</summary>
<param name="t">The item ready to add to the list</param>
</member>
<member name="M:StgSharp.LinkedList`1.Clear">
<summary>
Remove all members from this list
</summary>
</member>
<member name="M:StgSharp.LinkedList`1.InsertAfter(`0,`0)">
<summary>
Insert a member to current linkedlist,
the new member will be after a certain existed member.
</summary>
<param name="target">New member will be inserted after this member</param>
<param name="newMember">The new member to be inserted</param>
</member>
<member name="M:StgSharp.LinkedList`1.Remove(`0)">
<summary>
Remove a member from this linkedlist.
</summary>
<param name="value">Member to be removed from this list</param>
</member>
<member name="M:StgSharp.LinkedList`1.RemoveFirst">
<summary>
remove the first member of the list
</summary>
</member>
<member name="M:StgSharp.LinkedList`1.RemoveTail">
<summary>
remove the last member of the list
</summary>
</member>
<member name="T:StgSharp.Math.Vec2d">
<summary>
A two dimension vector defined by two elements.
Vec2Ds in StgSharp are defaultly usaed as colum vector.
</summary>
</member>
<member name="M:StgSharp.Math.Calc.ASin(System.Single)">
<member name="M:StgSharp.Math.Scaler.ASin(System.Single)">
<summary>
Reurns the value of ArcSin(x)
</summary>
@@ -399,14 +644,14 @@
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:StgSharp.Math.Calc.Exp(System.Single)">
<member name="M:StgSharp.Math.Scaler.Exp(System.Single)">
<summary>
Get the value of E ^ x;
</summary>
<param name="x"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Calc.Log(System.Single)">
<member name="M:StgSharp.Math.Scaler.Log(System.Single)">
<summary>
</summary>
@@ -415,7 +660,7 @@
Returns the value of ln(x).
</returns>
</member>
<member name="M:StgSharp.Math.Calc.Pow(System.Single,System.Single)">
<member name="M:StgSharp.Math.Scaler.Pow(System.Single,System.Single)">
<summary>
calculate the value of x^y
</summary>
@@ -423,13 +668,19 @@
<param name="y"></param>
<returns>Returns the value of x^y</returns>
</member>
<member name="M:StgSharp.Math.Calc.Random">
<member name="M:StgSharp.Math.Scaler.Random">
<summary>
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Scaler.LowProceisionRandom">
<summary>
returns a random float number between 0 and 1.
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Calc.RandomSeed">
<member name="M:StgSharp.Math.Scaler.RandomSeed">
<summary>
Generates a random seed in int value.
</summary>