mirror of https://github.com/axmolengine/axmol.git
140 lines
4.1 KiB
Lua
140 lines
4.1 KiB
Lua
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--------------------------------
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-- @module Sprite3D
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-- @extend Node,BlendProtocol
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-- @parent_module cc
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--------------------------------
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--
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-- @function [parent=#Sprite3D] setCullFaceEnabled
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-- @param self
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-- @param #bool enable
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--------------------------------
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-- @overload self, cc.Texture2D
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-- @overload self, string
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-- @function [parent=#Sprite3D] setTexture
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-- @param self
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-- @param #string texFile
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--------------------------------
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--
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-- @function [parent=#Sprite3D] getLightMask
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-- @param self
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-- @return unsigned int#unsigned int ret (return value: unsigned int)
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--------------------------------
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-- remove all attach nodes
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-- @function [parent=#Sprite3D] removeAllAttachNode
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-- @param self
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--------------------------------
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--
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-- @function [parent=#Sprite3D] setBlendFunc
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-- @param self
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-- @param #cc.BlendFunc blendFunc
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--------------------------------
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-- get mesh
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-- @function [parent=#Sprite3D] getMesh
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-- @param self
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-- @return Mesh#Mesh ret (return value: cc.Mesh)
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--------------------------------
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--
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-- @function [parent=#Sprite3D] setCullFace
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-- @param self
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-- @param #unsigned int cullFace
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--------------------------------
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-- light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff
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-- @function [parent=#Sprite3D] setLightMask
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-- @param self
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-- @param #unsigned int mask
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--------------------------------
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--
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-- @function [parent=#Sprite3D] getBlendFunc
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-- @param self
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-- @return BlendFunc#BlendFunc ret (return value: cc.BlendFunc)
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--------------------------------
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-- get mesh count
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-- @function [parent=#Sprite3D] getMeshCount
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-- @param self
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-- @return long#long ret (return value: long)
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--------------------------------
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-- remove attach node
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-- @function [parent=#Sprite3D] removeAttachNode
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-- @param self
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-- @param #string boneName
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--------------------------------
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--
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-- @function [parent=#Sprite3D] getSkeleton
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-- @param self
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-- @return Skeleton3D#Skeleton3D ret (return value: cc.Skeleton3D)
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--------------------------------
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-- get Mesh by index
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-- @function [parent=#Sprite3D] getMeshByIndex
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-- @param self
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-- @param #int index
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-- @return Mesh#Mesh ret (return value: cc.Mesh)
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--------------------------------
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-- get Mesh by Name, it returns the first one if there are more than one mesh with the same name
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-- @function [parent=#Sprite3D] getMeshByName
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-- @param self
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-- @param #string name
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-- @return Mesh#Mesh ret (return value: cc.Mesh)
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--------------------------------
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-- get AttachNode by bone name, return nullptr if not exist
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-- @function [parent=#Sprite3D] getAttachNode
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-- @param self
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-- @param #string boneName
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-- @return AttachNode#AttachNode ret (return value: cc.AttachNode)
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--------------------------------
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-- @overload self, string
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-- @overload self
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-- @overload self, string, string
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-- @function [parent=#Sprite3D] create
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-- @param self
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-- @param #string modelPath
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-- @param #string texturePath
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-- @return Sprite3D#Sprite3D ret (return value: cc.Sprite3D)
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--------------------------------
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-- @overload self, string, string, function, void
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-- @overload self, string, function, void
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-- @function [parent=#Sprite3D] createAsync
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-- @param self
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-- @param #string modelPath
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-- @param #string texturePath
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-- @param #function callback
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-- @param #void callbackparam
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--------------------------------
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-- Returns 2d bounding-box<br>
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-- Note: the bouding-box is just get from the AABB which as Z=0, so that is not very accurate.
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-- @function [parent=#Sprite3D] getBoundingBox
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-- @param self
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-- @return rect_table#rect_table ret (return value: rect_table)
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--------------------------------
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-- set GLProgramState, you should bind attributes by yourself
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-- @function [parent=#Sprite3D] setGLProgramState
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-- @param self
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-- @param #cc.GLProgramState glProgramState
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--------------------------------
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-- just rember bind attributes
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-- @function [parent=#Sprite3D] setGLProgram
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-- @param self
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-- @param #cc.GLProgram glprogram
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return nil
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