-------------------------------- -- @module Mesh -- @extend Ref -- @parent_module cc -------------------------------- -- @overload self, cc.Texture2D -- @overload self, string -- @function [parent=#Mesh] setTexture -- @param self -- @param #string texPath -- @return Mesh#Mesh self (return value: cc.Mesh) -------------------------------- -- -- @function [parent=#Mesh] getTexture -- @param self -- @return Texture2D#Texture2D ret (return value: cc.Texture2D) -------------------------------- -- Returns the Material being used by the Mesh -- @function [parent=#Mesh] getMaterial -- @param self -- @return Material#Material ret (return value: cc.Material) -------------------------------- -- get per vertex size in bytes -- @function [parent=#Mesh] getVertexSizeInBytes -- @param self -- @return int#int ret (return value: int) -------------------------------- -- Sets a new Material to the Mesh -- @function [parent=#Mesh] setMaterial -- @param self -- @param #cc.Material material -- @return Mesh#Mesh self (return value: cc.Mesh) -------------------------------- -- name getter -- @function [parent=#Mesh] getName -- @param self -- @return string#string ret (return value: string) -------------------------------- -- get MeshVertexAttribute by index -- @function [parent=#Mesh] getMeshVertexAttribute -- @param self -- @param #int idx -- @return MeshVertexAttrib#MeshVertexAttrib ret (return value: cc.MeshVertexAttrib) -------------------------------- -- calculate the AABB of the mesh
-- note the AABB is in the local space, not the world space -- @function [parent=#Mesh] calculateAABB -- @param self -- @return Mesh#Mesh self (return value: cc.Mesh) -------------------------------- -- -- @function [parent=#Mesh] draw -- @param self -- @param #cc.Renderer renderer -- @param #float globalZ -- @param #mat4_table transform -- @param #unsigned int flags -- @param #unsigned int lightMask -- @param #vec4_table color -- @param #bool forceDepthWrite -- @return Mesh#Mesh self (return value: cc.Mesh) -------------------------------- -- -- @function [parent=#Mesh] getBlendFunc -- @param self -- @return BlendFunc#BlendFunc ret (return value: cc.BlendFunc) -------------------------------- -- name setter -- @function [parent=#Mesh] setName -- @param self -- @param #string name -- @return Mesh#Mesh self (return value: cc.Mesh) -------------------------------- -- Mesh index data setter -- @function [parent=#Mesh] setMeshIndexData -- @param self -- @param #cc.MeshIndexData indexdata -- @return Mesh#Mesh self (return value: cc.Mesh) -------------------------------- -- get mesh vertex attribute count -- @function [parent=#Mesh] getMeshVertexAttribCount -- @param self -- @return long#long ret (return value: long) -------------------------------- -- -- @function [parent=#Mesh] setBlendFunc -- @param self -- @param #cc.BlendFunc blendFunc -- @return Mesh#Mesh self (return value: cc.Mesh) -------------------------------- -- force set this Sprite3D to 2D render queue -- @function [parent=#Mesh] setForce2DQueue -- @param self -- @param #bool force2D -- @return Mesh#Mesh self (return value: cc.Mesh) -------------------------------- -- skin setter -- @function [parent=#Mesh] setSkin -- @param self -- @param #cc.MeshSkin skin -- @return Mesh#Mesh self (return value: cc.Mesh) -------------------------------- -- -- @function [parent=#Mesh] isVisible -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Sets a new GLProgramState for the Mesh
-- A new Material will be created for it -- @function [parent=#Mesh] setGLProgramState -- @param self -- @param #cc.GLProgramState glProgramState -- @return Mesh#Mesh self (return value: cc.Mesh) -------------------------------- -- visible getter and setter -- @function [parent=#Mesh] setVisible -- @param self -- @param #bool visible -- @return Mesh#Mesh self (return value: cc.Mesh) -------------------------------- -- -- @function [parent=#Mesh] Mesh -- @param self -- @return Mesh#Mesh self (return value: cc.Mesh) return nil