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

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-- @module Terrain
-- @extend Node
-- @parent_module cc
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-- initialize heightMap data
-- @function [parent=#Terrain] initHeightMap
-- @param self
-- @param #char heightMap
-- @return bool#bool ret (return value: bool)
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-- set the MaxDetailAmount.
-- @function [parent=#Terrain] setMaxDetailMapAmount
-- @param self
-- @param #int maxValue
-- @return Terrain#Terrain self (return value: cc.Terrain)
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-- show the wireline instead of the surface,Debug Use only.<br>
-- Note only support desktop platform
-- @function [parent=#Terrain] setDrawWire
-- @param self
-- @param #bool boolValue
-- @return Terrain#Terrain self (return value: cc.Terrain)
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-- Switch frustum Culling Flag<br>
-- Note frustum culling will remarkable improve your terrain rendering performance.
-- @function [parent=#Terrain] setIsEnableFrustumCull
-- @param self
-- @param #bool boolValue
-- @return Terrain#Terrain self (return value: cc.Terrain)
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-- get the terrain's height data
-- @function [parent=#Terrain] getHeightData
-- @param self
-- @return array_table#array_table ret (return value: array_table)
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-- set the Detail Map
-- @function [parent=#Terrain] setDetailMap
-- @param self
-- @param #unsigned int index
-- @param #cc.Terrain::DetailMap detailMap
-- @return Terrain#Terrain self (return value: cc.Terrain)
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-- reset the heightmap data.
-- @function [parent=#Terrain] resetHeightMap
-- @param self
-- @param #char heightMap
-- @return Terrain#Terrain self (return value: cc.Terrain)
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-- set the alpha map
-- @function [parent=#Terrain] setAlphaMap
-- @param self
-- @param #cc.Texture2D newAlphaMapTexture
-- @return Terrain#Terrain self (return value: cc.Terrain)
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-- set the skirt height ratio
-- @function [parent=#Terrain] setSkirtHeightRatio
-- @param self
-- @param #float ratio
-- @return Terrain#Terrain self (return value: cc.Terrain)
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-- Convert a world Space position (X,Z) to terrain space position (X,Z)
-- @function [parent=#Terrain] convertToTerrainSpace
-- @param self
-- @param #vec2_table worldSpace
-- @return vec2_table#vec2_table ret (return value: vec2_table)
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-- initialize alphaMap ,detailMaps textures
-- @function [parent=#Terrain] initTextures
-- @param self
-- @return bool#bool ret (return value: bool)
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-- initialize all Properties which terrain need
-- @function [parent=#Terrain] initProperties
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Set threshold distance of each LOD level,must equal or gereater than the chunk size<br>
-- Note when invoke initHeightMap, the LOD distance will be automatic calculated.
-- @function [parent=#Terrain] setLODDistance
-- @param self
-- @param #float lod1
-- @param #float lod2
-- @param #float lod3
-- @return Terrain#Terrain self (return value: cc.Terrain)
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-- get the terrain's size
-- @function [parent=#Terrain] getTerrainSize
-- @param self
-- @return size_table#size_table ret (return value: size_table)
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-- get the normal of the specified pistion in terrain<br>
-- return the normal vector of the specified position of the terrain.<br>
-- note the fast normal calculation may not get precise normal vector.
-- @function [parent=#Terrain] getNormal
-- @param self
-- @param #int pixelX
-- @param #int pixelY
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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--
-- @function [parent=#Terrain] reload
-- @param self
-- @return Terrain#Terrain self (return value: cc.Terrain)
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-- get height from the raw height filed
-- @function [parent=#Terrain] getImageHeight
-- @param self
-- @param #int pixelX
-- @param #int pixelY
-- @return float#float ret (return value: float)
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-- get the terrain's maximum height.
-- @function [parent=#Terrain] getMaxHeight
-- @param self
-- @return float#float ret (return value: float)
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-- get the terrain's mininal height.
-- @function [parent=#Terrain] getMinHeight
-- @param self
-- @return float#float ret (return value: float)
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--
-- @function [parent=#Terrain] draw
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table transform
-- @param #unsigned int flags
-- @return Terrain#Terrain self (return value: cc.Terrain)
return nil