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