Cocos2d-x  v3.10
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PhysicsSprite3D Member List

This is the complete list of members for PhysicsSprite3D, including all inherited members.

_IDRef
_luaIDRef
_rootedRef
_scriptObjectRef
_scriptOwnedRef
addChild(Node *child)Nodevirtual
addChild(Node *child, int localZOrder)Nodevirtual
addChild(Node *child, int localZOrder, int tag)Nodevirtual
addChild(Node *child, int localZOrder, const std::string &name)Nodevirtual
addComponent(Component *component)Nodevirtual
autorelease()Ref
boundingBox() const Nodeinlinevirtual
cleanup()Nodevirtual
convertToNodeSpace(const Vec2 &worldPoint) const Node
convertToNodeSpaceAR(const Vec2 &worldPoint) const Node
convertTouchToNodeSpace(Touch *touch) const Node
convertTouchToNodeSpaceAR(Touch *touch) const Node
convertToWorldSpace(const Vec2 &nodePoint) const Node
convertToWorldSpaceAR(const Vec2 &nodePoint) const Node
create(const std::string &modelPath, Physics3DRigidBodyDes *rigidDes, const cocos2d::Vec3 &translateInPhysics=cocos2d::Vec3::ZERO, const cocos2d::Quaternion &rotInPhsyics=cocos2d::Quaternion::ZERO)PhysicsSprite3Dstatic
cocos2d::Sprite3D::create()Sprite3Dstatic
cocos2d::Sprite3D::create(const std::string &modelPath)Sprite3Dstatic
cocos2d::Sprite3D::create(const std::string &modelPath, const std::string &texturePath)Sprite3Dstatic
createAsync(const std::string &modelPath, const std::function< void(Sprite3D *, void *)> &callback, void *callbackparam)Sprite3Dstatic
createWithCollider(const std::string &modelPath, Physics3DColliderDes *colliderDes, const cocos2d::Vec3 &translateInPhysics=cocos2d::Vec3::ZERO, const cocos2d::Quaternion &rotInPhsyics=cocos2d::Quaternion::ZERO)PhysicsSprite3Dstatic
draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) overrideSprite3Dvirtual
enumerateChildren(const std::string &name, std::function< bool(Node *node)> callback) const Nodevirtual
genMaterial(bool useLight=false)Sprite3Dprotected
getAABB() const Sprite3D
getAABBRecursively()Sprite3D
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getAttachNode(const std::string &boneName)Sprite3D
getBlendFunc() const overrideSprite3Dvirtual
getBoundingBox() const overrideSprite3Dvirtual
getCameraMask() const Nodeinline
getChildByName(const std::string &name) const Nodevirtual
getChildByName(const std::string &name) const Nodeinline
getChildByTag(int tag) const Nodevirtual
getChildByTag(int tag) const Nodeinline
getChildren()Nodeinlinevirtual
getChildrenCount() const Nodevirtual
getComponent(const std::string &name)Node
getContentSize() const Nodevirtual
getDescription() const Nodevirtual
getEventDispatcher() const Nodeinlinevirtual
getGlobalZOrder() const Nodeinlinevirtual
getGLProgram() const Node
getGLProgramState() const Node
getGLServerState() const Nodeinline
getLightMask() const Sprite3Dinline
getLocalZOrder() const Nodeinlinevirtual
getMaterial(int meshIndex) const Sprite3D
getMesh() const Sprite3Dinline
getMeshArrayByName(const std::string &name) const Sprite3D
getMeshByIndex(int index) const Sprite3D
getMeshByName(const std::string &name) const Sprite3D
getMeshCount() const Sprite3Dinline
getMeshes() const Sprite3Dinline
getMeshIndexData(const std::string &indexId) const Sprite3Dprotected
getName() const Nodevirtual
getNodeToParentAffineTransform(Node *ancestor) const Nodevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToParentTransform(Node *ancestor) const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNormalizedPosition() const Nodevirtual
getNumberOfRunningActions() const Node
getOrderOfArrival() const Node
getParent()Nodeinlinevirtual
getParentToNodeTransform() const Nodevirtual
getPhysicsBody() const Nodeinline
getPhysicsObj() const PhysicsSprite3D
getPosition() const Nodevirtual
getPosition(float *x, float *y) const Nodevirtual
getPosition3D() const Nodevirtual
getPositionX(void) const Nodevirtual
getPositionY(void) const Nodevirtual
getPositionZ() const Nodevirtual
getReferenceCount() const Ref
getRotation() const Nodevirtual
getRotation3D() const Nodevirtual
getRotationQuat() const Nodevirtual
getRotationSkewX() const Nodevirtual
getRotationSkewY() const Nodevirtual
getScale() const Nodevirtual
getScaleX() const Nodevirtual
getScaleY() const Nodevirtual
getScaleZ() const Nodevirtual
getScene() const Nodevirtual
getScheduler()Nodeinlinevirtual
getSkeleton() const Sprite3Dinline
getSkewX() const Nodevirtual
getSkewY() const Nodevirtual
getSkin() const Sprite3D
getTag() const Nodevirtual
getUserData()Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getWorldToNodeTransform() const Nodevirtual
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
INVALID_TAGNodestatic
isForceDepthWrite() const Sprite3Dinline
isIgnoreAnchorPointForPosition() const Nodevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isScheduled(const std::string &key)Node
isVisible() const Nodevirtual
loadFromCache(const std::string &path)Sprite3Dprotected
loadFromFile(const std::string &path, NodeDatas *nodedatas, MeshDatas *meshdatas, MaterialDatas *materialdatas)Sprite3Dprotected
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
parentToNodeTransform() const Nodeinlinevirtual
pause(void)Nodevirtual
pauseSchedulerAndActions()Node
release()Ref
removeAllAttachNode()Sprite3D
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup)Nodevirtual
removeAllComponents()Nodevirtual
removeAttachNode(const std::string &boneName)Sprite3D
removeChild(Node *child, bool cleanup=true)Nodevirtual
removeChildByName(const std::string &name, bool cleanup=true)Nodevirtual
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const std::string &name)Nodevirtual
removeComponent(Component *component)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
removeFromPhysicsWorld()Node
reorderChild(Node *child, int localZOrder)Nodevirtual
resume(void)Nodevirtual
resumeSchedulerAndActions()Node
retain()Ref
runAction(Action *action) overrideSprite3Dvirtual
schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)Node
schedule(SEL_SCHEDULE selector, float interval)Node
schedule(SEL_SCHEDULE selector)Node
schedule(const std::function< void(float)> &callback, const std::string &key)Node
schedule(const std::function< void(float)> &callback, float interval, const std::string &key)Node
schedule(const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)Node
scheduleOnce(SEL_SCHEDULE selector, float delay)Node
scheduleOnce(const std::function< void(float)> &callback, float delay, const std::string &key)Node
scheduleUpdate(void)Node
scheduleUpdateWithPriority(int priority)Node
scheduleUpdateWithPriorityLua(int handler, int priority)Node
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(Mat4 *additionalTransform)Node
setAnchorPoint(const Vec2 &anchorPoint)Nodevirtual
setBlendFunc(const BlendFunc &blendFunc) overrideSprite3Dvirtual
setContentSize(const Size &contentSize)Nodevirtual
setCullFace(GLenum cullFace)Sprite3D
setCullFaceEnabled(bool enable)Sprite3D
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setForce2DQueue(bool force2D)Sprite3D
setForceDepthWrite(bool value)Sprite3Dinline
setGlobalZOrder(float globalZOrder)Nodevirtual
setGLProgram(GLProgram *glprogram) overrideSprite3Dvirtual
setGLProgramState(GLProgramState *glProgramState) overrideSprite3Dvirtual
setGLServerState(int serverState)Nodeinline
setLightMask(unsigned int mask)Sprite3Dinline
setLocalZOrder(int localZOrder)Nodevirtual
setMaterial(Material *material)Sprite3D
setMaterial(Material *material, int meshIndex)Sprite3D
setName(const std::string &name)Nodevirtual
setNodeToParentTransform(const Mat4 &transform)Nodevirtual
setNormalizedPosition(const Vec2 &position)Nodevirtual
setOrderOfArrival(int orderOfArrival)Node
setParent(Node *parent)Nodevirtual
setPhysicsBody(PhysicsBody *body)Node
setPosition(const Vec2 &position)Nodevirtual
setPosition(float x, float y)Nodevirtual
setPosition3D(const Vec3 &position)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setPositionZ(float positionZ)Nodevirtual
setRotation(float rotation)Nodevirtual
setRotation3D(const Vec3 &rotation)Nodevirtual
setRotationQuat(const Quaternion &quat)Nodevirtual
setRotationSkewX(float rotationX)Nodevirtual
setRotationSkewY(float rotationY)Nodevirtual
setScale(float scale)Nodevirtual
setScale(float scaleX, float scaleY)Nodevirtual
setScaleX(float scaleX)Nodevirtual
setScaleY(float scaleY)Nodevirtual
setScaleZ(float scaleZ)Nodevirtual
setScheduler(Scheduler *scheduler)Nodevirtual
setSkewX(float skewX)Nodevirtual
setSkewY(float skewY)Nodevirtual
setSyncFlag(Physics3DComponent::PhysicsSyncFlag syncFlag)PhysicsSprite3D
setTag(int tag)Nodevirtual
setTexture(const std::string &texFile)Sprite3D
setTexture(Texture2D *texture)Sprite3D
setUserData(void *userData)Nodevirtual
setUserObject(Ref *userObject)Nodevirtual
setVisible(bool visible)Nodevirtual
sortAllChildren()Nodevirtual
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopActionsByFlags(unsigned int flags)Node
stopAllActions()Node
stopAllActionsByTag(int tag)Node
syncNodeToPhysics()PhysicsSprite3D
syncPhysicsToNode()PhysicsSprite3D
unschedule(SEL_SCHEDULE selector)Node
unschedule(const std::string &key)Node
unscheduleAllCallbacks()Node
update(float delta)Nodevirtual
updatePhysicsBodyTransform(const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)Nodevirtual
updateTransform()Nodevirtual
updateTransformFromPhysics(const Mat4 &parentTransform, uint32_t parentFlags)Node
visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) overrideSprite3Dprotectedvirtual
worldToNodeTransform() const Nodeinlinevirtual
~Ref()Refvirtual