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Enumerations

Scene

DvzControllerType

Name Value
DVZ_CONTROLLER_NONE 0
DVZ_CONTROLLER_PANZOOM 1
DVZ_CONTROLLER_AXES_2D 2
DVZ_CONTROLLER_ARCBALL 3
DVZ_CONTROLLER_CAMERA 4
DVZ_CONTROLLER_AXES_3D 5

Visuals

DvzMarkerType

Name Value
DVZ_MARKER_DISC 0
DVZ_MARKER_ASTERISK 1
DVZ_MARKER_CHEVRON 2
DVZ_MARKER_CLOVER 3
DVZ_MARKER_CLUB 4
DVZ_MARKER_CROSS 5
DVZ_MARKER_DIAMOND 6
DVZ_MARKER_ARROW 7
DVZ_MARKER_ELLIPSE 8
DVZ_MARKER_HBAR 9
DVZ_MARKER_HEART 10
DVZ_MARKER_INFINITY 11
DVZ_MARKER_PIN 12
DVZ_MARKER_RING 13
DVZ_MARKER_SPADE 14
DVZ_MARKER_SQUARE 15
DVZ_MARKER_TAG 16
DVZ_MARKER_TRIANGLE 17
DVZ_MARKER_VBAR 18
DVZ_MARKER_COUNT 19

DvzJoinType

Name Value
DVZ_JOIN_SQUARE false
DVZ_JOIN_ROUND true

DvzCapType

Name Value
DVZ_CAP_TYPE_NONE 0
DVZ_CAP_ROUND 1
DVZ_CAP_TRIANGLE_IN 2
DVZ_CAP_TRIANGLE_OUT 3
DVZ_CAP_SQUARE 4
DVZ_CAP_BUTT 5
DVZ_CAP_COUNT 6

DvzPathTopology

Name Value
DVZ_PATH_OPEN 0
DVZ_PATH_CLOSED 1

Miscellaneous

DvzDataType

Name Value
DVZ_DTYPE_NONE 0
DVZ_DTYPE_CUSTOM 1
DVZ_DTYPE_STR 2
DVZ_DTYPE_CHAR 3
DVZ_DTYPE_CVEC2 4
DVZ_DTYPE_CVEC3 5
DVZ_DTYPE_CVEC4 6
DVZ_DTYPE_USHORT 7
DVZ_DTYPE_USVEC2 8
DVZ_DTYPE_USVEC3 9
DVZ_DTYPE_USVEC4 10
DVZ_DTYPE_SHORT 11
DVZ_DTYPE_SVEC2 12
DVZ_DTYPE_SVEC3 13
DVZ_DTYPE_SVEC4 14
DVZ_DTYPE_UINT 15
DVZ_DTYPE_UVEC2 16
DVZ_DTYPE_UVEC3 17
DVZ_DTYPE_UVEC4 18
DVZ_DTYPE_INT 19
DVZ_DTYPE_IVEC2 20
DVZ_DTYPE_IVEC3 21
DVZ_DTYPE_IVEC4 22
DVZ_DTYPE_FLOAT 23
DVZ_DTYPE_VEC2 24
DVZ_DTYPE_VEC3 25
DVZ_DTYPE_VEC4 26
DVZ_DTYPE_DOUBLE 27
DVZ_DTYPE_DVEC2 28
DVZ_DTYPE_DVEC3 29
DVZ_DTYPE_DVEC4 30
DVZ_DTYPE_MAT2 31
DVZ_DTYPE_MAT3 32
DVZ_DTYPE_MAT4 33

Flags

Note

Flags specification for the canvas, scene, visuals, controllers are still being improved and may change at any time.

Panel flags

0x00XX: transform
0xXX00: controller-specific flags

Visual flags

0x000X: visual-specific flags
0x00X0: POS prop transformation flags
0x0X00: graphics depth test
0xX000: interact axes

Axes

Axes visual flags:

0x000X`, X=0 (x axis) or  X=1 (y axis).

When using an axes controller, the controller-specific flags in 0x0X00 (to hide minor/grid level) are passed to the axes visual flags as 0x000X (bit shift). Note that the first bit must be reserved to the axis coordinate (0/1), so we use higher bits for the axes flags (4 and 8).