-------------------------------- -- @module Sprite3D -- @extend Node,BlendProtocol -- @parent_module cc -------------------------------- -- -- @function [parent=#Sprite3D] setCullFaceEnabled -- @param self -- @param #bool enable -- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D) -------------------------------- -- @overload self, cc.Texture2D -- @overload self, string -- @function [parent=#Sprite3D] setTexture -- @param self -- @param #string texFile -- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D) -------------------------------- -- -- @function [parent=#Sprite3D] getLightMask -- @param self -- @return unsigned int#unsigned int ret (return value: unsigned int) -------------------------------- -- -- @function [parent=#Sprite3D] setCullFace -- @param self -- @param #unsigned int cullFace -- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D) -------------------------------- -- remove all attach nodes -- @function [parent=#Sprite3D] removeAllAttachNode -- @param self -- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D) -------------------------------- -- @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) -------------------------------- -- get mesh -- @function [parent=#Sprite3D] getMesh -- @param self -- @return Mesh#Mesh ret (return value: cc.Mesh) -------------------------------- -- get mesh count -- @function [parent=#Sprite3D] getMeshCount -- @param self -- @return long#long ret (return value: long) -------------------------------- -- get Mesh by index -- @function [parent=#Sprite3D] getMeshByIndex -- @param self -- @param #int index -- @return Mesh#Mesh ret (return value: cc.Mesh) -------------------------------- -- -- @function [parent=#Sprite3D] isForceDepthWrite -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#Sprite3D] getBlendFunc -- @param self -- @return BlendFunc#BlendFunc ret (return value: cc.BlendFunc) -------------------------------- -- 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) -------------------------------- -- 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) -------------------------------- -- -- @function [parent=#Sprite3D] setBlendFunc -- @param self -- @param #cc.BlendFunc blendFunc -- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D) -------------------------------- -- remove attach node -- @function [parent=#Sprite3D] removeAttachNode -- @param self -- @param #string boneName -- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D) -------------------------------- -- -- @function [parent=#Sprite3D] getSkeleton -- @param self -- @return Skeleton3D#Skeleton3D ret (return value: cc.Skeleton3D) -------------------------------- -- 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) -------------------------------- -- 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) -------------------------------- -- @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) -------------------------------- -- 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) -------------------------------- -- Executes an action, and returns the action that is executed. For Sprite3D special logic are needed to take care of Fading.
-- This node becomes the action's target. Refer to Action::getTarget()
-- warning Actions don't retain their target.
-- return An Action pointer -- @function [parent=#Sprite3D] runAction -- @param self -- @param #cc.Action action -- @return Action#Action ret (return value: cc.Action) -------------------------------- -- just rember bind attributes -- @function [parent=#Sprite3D] setGLProgram -- @param self -- @param #cc.GLProgram glprogram -- @return Sprite3D#Sprite3D self (return value: cc.Sprite3D) -------------------------------- -- Returns 2d bounding-box
-- 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) -------------------------------- -- 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