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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-- 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 directional light for the terrain<br>
-- param lightDir The direction of directional light, Note that lightDir is in the terrain's local space. Most of the time terrain is placed at (0,0,0) and without rotation, so lightDir is also in the world space.
-- @function [parent=#Terrain] setLightDir
-- @param self
-- @param #vec3_table lightDir
-- @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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--
-- @function [parent=#Terrain] initWithTerrainData
-- @param self
-- @param #cc.Terrain::TerrainData parameter
-- @param #int fixedType
-- @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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-- set light map texture
-- @function [parent=#Terrain] setLightMap
-- @param self
-- @param #string fileName
-- @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 mininal height.
-- @function [parent=#Terrain] getMinHeight
-- @param self
-- @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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--
-- @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)
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--
-- @function [parent=#Terrain] Terrain
-- @param self
-- @return Terrain#Terrain self (return value: cc.Terrain)
return nil