axmol/cocos/scripting/lua-bindings/auto/api/Armature.lua

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-- @module Armature
-- @extend Node,BlendProtocol
-- @parent_module ccs
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-- Get a bone with the specified name<br>
-- param name The bone's name you want to get
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-- @function [parent=#Armature] getBone
-- @param self
-- @param #string name
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-- @return Bone#Bone ret (return value: ccs.Bone)
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-- Change a bone's parent with the specified parent name.<br>
-- param bone The bone you want to change parent<br>
-- param parentName The new parent's name.
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-- @function [parent=#Armature] changeBoneParent
-- @param self
-- @param #ccs.Bone bone
-- @param #string parentName
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--
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-- @function [parent=#Armature] setAnimation
-- @param self
-- @param #ccs.ArmatureAnimation animation
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--
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-- @function [parent=#Armature] getBoneAtPoint
-- @param self
-- @param #float x
-- @param #float y
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-- @return Bone#Bone ret (return value: ccs.Bone)
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--
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-- @function [parent=#Armature] getArmatureTransformDirty
-- @param self
-- @return bool#bool ret (return value: bool)
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--
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-- @function [parent=#Armature] setVersion
-- @param self
-- @param #float version
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-- Set contentsize and Calculate anchor point.
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-- @function [parent=#Armature] updateOffsetPoint
-- @param self
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--
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-- @function [parent=#Armature] getParentBone
-- @param self
-- @return Bone#Bone ret (return value: ccs.Bone)
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-- Remove a bone with the specified name. If recursion it will also remove child Bone recursionly.<br>
-- param bone The bone you want to remove<br>
-- param recursion Determine whether remove the bone's child recursion.
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-- @function [parent=#Armature] removeBone
-- @param self
-- @param #ccs.Bone bone
-- @param #bool recursion
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--
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-- @function [parent=#Armature] getBatchNode
-- @param self
-- @return BatchNode#BatchNode ret (return value: ccs.BatchNode)
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-- @overload self, string
-- @overload self
-- @overload self, string, ccs.Bone
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-- @function [parent=#Armature] init
-- @param self
-- @param #string name
-- @param #ccs.Bone parentBone
-- @return bool#bool ret (return value: bool)
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--
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-- @function [parent=#Armature] setParentBone
-- @param self
-- @param #ccs.Bone parentBone
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--
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-- @function [parent=#Armature] setBatchNode
-- @param self
-- @param #ccs.BatchNode batchNode
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-- js NA<br>
-- lua NA
-- @function [parent=#Armature] getBlendFunc
-- @param self
-- @return BlendFunc#BlendFunc ret (return value: cc.BlendFunc)
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--
-- @function [parent=#Armature] setArmatureData
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-- @param self
-- @param #ccs.ArmatureData armatureData
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-- Add a Bone to this Armature,<br>
-- param bone The Bone you want to add to Armature<br>
-- param parentName The parent Bone's name you want to add to . If it's nullptr, then set Armature to its parent
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-- @function [parent=#Armature] addBone
-- @param self
-- @param #ccs.Bone bone
-- @param #string parentName
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--
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-- @function [parent=#Armature] getArmatureData
-- @param self
-- @return ArmatureData#ArmatureData ret (return value: ccs.ArmatureData)
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--
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-- @function [parent=#Armature] getVersion
-- @param self
-- @return float#float ret (return value: float)
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--
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-- @function [parent=#Armature] getAnimation
-- @param self
-- @return ArmatureAnimation#ArmatureAnimation ret (return value: ccs.ArmatureAnimation)
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--
-- @function [parent=#Armature] getOffsetPoints
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
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-- js NA<br>
-- lua NA
-- @function [parent=#Armature] setBlendFunc
-- @param self
-- @param #cc.BlendFunc blendFunc
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-- Get Armature's bone dictionary<br>
-- return Armature's bone dictionary
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-- @function [parent=#Armature] getBoneDic
-- @param self
-- @return map_table#map_table ret (return value: map_table)
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-- @overload self, string
-- @overload self
-- @overload self, string, ccs.Bone
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-- @function [parent=#Armature] create
-- @param self
-- @param #string name
-- @param #ccs.Bone parentBone
-- @return Armature#Armature ret (return value: ccs.Armature)
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--
-- @function [parent=#Armature] setAnchorPoint
-- @param self
-- @param #vec2_table point
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--
-- @function [parent=#Armature] draw
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table transform
-- @param #unsigned int flags
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--
-- @function [parent=#Armature] getAnchorPointInPoints
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--
-- @function [parent=#Armature] update
-- @param self
-- @param #float dt
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--
-- @function [parent=#Armature] getNodeToParentTransform
-- @param self
-- @return mat4_table#mat4_table ret (return value: mat4_table)
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-- This boundingBox will calculate all bones' boundingBox every time
-- @function [parent=#Armature] getBoundingBox
-- @param self
-- @return rect_table#rect_table ret (return value: rect_table)
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-- js ctor
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-- @function [parent=#Armature] Armature
-- @param self
return nil