axmol/cocos/scripting/lua-bindings/auto/api/Sprite3D.lua

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-- @module Sprite3D
-- @extend Node,BlendProtocol
-- @parent_module cc
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--
-- @function [parent=#Sprite3D] setCullFaceEnabled
-- @param self
-- @param #bool enable
-- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D)
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-- @overload self, cc.Texture2D
-- @overload self, string
-- @function [parent=#Sprite3D] setTexture
-- @param self
-- @param #string texFile
-- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D)
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--
-- @function [parent=#Sprite3D] getLightMask
-- @param self
-- @return unsigned int#unsigned int ret (return value: unsigned int)
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-- Adds a new material to a particular mesh of the sprite.<br>
-- meshIndex is the mesh that will be applied to.<br>
-- if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite.
-- @function [parent=#Sprite3D] getMaterial
-- @param self
-- @param #int meshIndex
-- @return Material#Material ret (return value: cc.Material)
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--
-- @function [parent=#Sprite3D] setCullFace
-- @param self
-- @param #unsigned int cullFace
-- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D)
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-- remove all attach nodes
-- @function [parent=#Sprite3D] removeAllAttachNode
-- @param self
-- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D)
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-- @overload self, cc.Material, int
-- @overload self, cc.Material
-- @function [parent=#Sprite3D] setMaterial
-- @param self
-- @param #cc.Material material
-- @param #int meshIndex
-- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D)
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-- get mesh
-- @function [parent=#Sprite3D] getMesh
-- @param self
-- @return Mesh#Mesh ret (return value: cc.Mesh)
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-- get mesh count
-- @function [parent=#Sprite3D] getMeshCount
-- @param self
-- @return long#long ret (return value: long)
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-- get Mesh by index
-- @function [parent=#Sprite3D] getMeshByIndex
-- @param self
-- @param #int index
-- @return Mesh#Mesh ret (return value: cc.Mesh)
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--
-- @function [parent=#Sprite3D] isForceDepthWrite
-- @param self
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#Sprite3D] getBlendFunc
-- @param self
-- @return BlendFunc#BlendFunc ret (return value: cc.BlendFunc)
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-- light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff
-- @function [parent=#Sprite3D] setLightMask
-- @param self
-- @param #unsigned int mask
-- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D)
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-- get AttachNode by bone name, return nullptr if not exist
-- @function [parent=#Sprite3D] getAttachNode
-- @param self
-- @param #string boneName
-- @return AttachNode#AttachNode ret (return value: cc.AttachNode)
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--
-- @function [parent=#Sprite3D] setBlendFunc
-- @param self
-- @param #cc.BlendFunc blendFunc
-- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D)
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-- remove attach node
-- @function [parent=#Sprite3D] removeAttachNode
-- @param self
-- @param #string boneName
-- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D)
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--
-- @function [parent=#Sprite3D] getSkeleton
-- @param self
-- @return Skeleton3D#Skeleton3D ret (return value: cc.Skeleton3D)
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-- Force to write to depth buffer, this is useful if you want to achieve effects like fading.
-- @function [parent=#Sprite3D] setForceDepthWrite
-- @param self
-- @param #bool value
-- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D)
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-- get Mesh by Name, it returns the first one if there are more than one mesh with the same name
-- @function [parent=#Sprite3D] getMeshByName
-- @param self
-- @param #string name
-- @return Mesh#Mesh ret (return value: cc.Mesh)
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-- @overload self, string
-- @overload self
-- @overload self, string, string
-- @function [parent=#Sprite3D] create
-- @param self
-- @param #string modelPath
-- @param #string texturePath
-- @return Sprite3D#Sprite3D ret (return value: cc.Sprite3D)
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-- draw
-- @function [parent=#Sprite3D] draw
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table transform
-- @param #unsigned int flags
-- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D)
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-- Executes an action, and returns the action that is executed. For Sprite3D special logic are needed to take care of Fading.<br>
-- This node becomes the action's target. Refer to Action::getTarget()<br>
-- warning Actions don't retain their target.<br>
-- return An Action pointer
-- @function [parent=#Sprite3D] runAction
-- @param self
-- @param #cc.Action action
-- @return Action#Action ret (return value: cc.Action)
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-- just rember bind attributes
-- @function [parent=#Sprite3D] setGLProgram
-- @param self
-- @param #cc.GLProgram glprogram
-- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D)
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-- Returns 2d bounding-box<br>
-- Note: the bouding-box is just get from the AABB which as Z=0, so that is not very accurate.
-- @function [parent=#Sprite3D] getBoundingBox
-- @param self
-- @return rect_table#rect_table ret (return value: rect_table)
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-- set GLProgramState, you should bind attributes by yourself
-- @function [parent=#Sprite3D] setGLProgramState
-- @param self
-- @param #cc.GLProgramState glProgramState
-- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D)
return nil