Cocos2d-x  v3.10
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Sprite3D Class Reference

a sprite3D can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite More...

Inherits Node, and BlendProtocol.

Inherited by PhysicsSprite3D.

Public Member Functions

void setTexture (const std::string &texFile)
 set texture, set the first if multiple textures exist
 
var setTexture ( var texFile)
 set texture, set the first if multiple textures exist
 
local setTexture ( local texFile)
 set texture, set the first if multiple textures exist
 
void setTexture (Texture2D *texture)
 set texture, set the first if multiple textures exist
 
var setTexture ( var texture)
 set texture, set the first if multiple textures exist
 
local setTexture ( local texture)
 set texture, set the first if multiple textures exist
 
MeshgetMeshByIndex (int index) const
 get Mesh by index the specified index of a mesh a mesh in the specified index
 
MeshgetMeshByName (const std::string &name) const
 get Mesh by Name, it returns the first one if there are more than one mesh with the same name the specified name of a mesh a mesh with the specified name
 
std::vector< Mesh * > getMeshArrayByName (const std::string &name) const
 get mesh array by name the specified name of mesh all meshes with the given name
 
MeshgetMesh () const
 get mesh a mesh a index 0
 
var getMesh ()
 get mesh a mesh a index 0
 
local getMesh ()
 get mesh a mesh a index 0
 
ssize_t getMeshCount () const
var getMeshCount ()
local getMeshCount ()
MeshSkingetSkin () const
local getSkin ()
Skeleton3DgetSkeleton () const
var getSkeleton ()
local getSkeleton ()
AttachNodegetAttachNode (const std::string &boneName)
 get AttachNode by bone name the bone name AttachNode of the bone, nullptr if not exist
 
local getAttachNode ( local boneName)
 get AttachNode by bone name the bone name AttachNode of the bone, nullptr if not exist
 
void removeAttachNode (const std::string &boneName)
 remove attach node of a bone the bone name
 
var removeAttachNode ( var boneName)
 remove attach node of a bone the bone name
 
local removeAttachNode ( local boneName)
 remove attach node of a bone the bone name
 
void removeAllAttachNode ()
 remove all attach nodes
 
var removeAllAttachNode ()
 remove all attach nodes
 
local removeAllAttachNode ()
 remove all attach nodes
 
virtual void setBlendFunc (const BlendFunc &blendFunc) override
 set the blend methods for all meshes the new blendFunc object
 
var setBlendFunc ( var blendFunc)
 set the blend methods for all meshes the new blendFunc object
 
local setBlendFunc ( local blendFunc)
 set the blend methods for all meshes the new blendFunc object
 
virtual const BlendFuncgetBlendFunc () const override
 get the blend method the blendFunc object
 
local getBlendFunc ()
 get the blend method the blendFunc object
 
virtual void setGLProgramState (GLProgramState *glProgramState) override
 set GLProgramState, you should bind attributes by yourself the new GLProgramState to render with
 
local setGLProgramState ( local glProgramState)
 set GLProgramState, you should bind attributes by yourself the new GLProgramState to render with
 
virtual void setGLProgram (GLProgram *glprogram) override
 set GLProgram, you should bind attributes by yourself the new glprogram to render with
 
const AABBgetAABB () const
 Get AABB the AABB object.
 
AABB getAABBRecursively ()
 Get AABB Recursively,it will merge the aabb its own and all descendants the AABB object.
 
virtual ActionrunAction (Action *action) override
 Executes an action, and returns the action that is executed. More...
 
var runAction ( var action)
 Executes an action, and returns the action that is executed. More...
 
local runAction ( local action)
 Executes an action, and returns the action that is executed. More...
 
void setForceDepthWrite (bool value)
 Force to write to depth buffer, this is useful if you want to achieve effects like fading. More...
 
bool isForceDepthWrite () const
 whether force to write to depth buffer the switching vale of method
 
virtual Rect getBoundingBox () const override
 Returns 2d bounding-box the rect of boundingbox.
 
void setCullFace (GLenum cullFace)
 set which face is going to cull, default GL_BACK which face is going to cull, GL_BACK, GL_FRONT, GL_FRONT_AND_BACK
 
void setCullFaceEnabled (bool enable)
 set cull face enable or not the switching vale of method
 
void setLightMask (unsigned int mask)
 light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff the lightmask
 
unsigned int getLightMask () const
 light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff the lightmask
 
var getLightMask ()
 light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff the lightmask
 
local getLightMask ()
 light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff the lightmask
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 draw
 
void setMaterial (Material *material)
 Adds a new material to the sprite. More...
 
void setMaterial (Material *material, int meshIndex)
 Adds a new material to a particular mesh of the sprite. More...
 
MaterialgetMaterial (int meshIndex) const
 Get material of a particular mesh of the sprite. More...
 
local getMaterial ( local meshIndex)
 Get material of a particular mesh of the sprite. More...
 
void setForce2DQueue (bool force2D)
 force set this Sprite3D to 2D render queue
 
const Vector< Mesh * > & getMeshes () const
 Get meshes used in sprite 3d.
 
local getMeshes ()
 Get meshes used in sprite 3d.
 
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
var isRunning ()
 Returns whether or not the node is "running". More...
 
local isRunning ()
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
local scheduleUpdateWithPriorityLua ( local handler, local priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops and removes all running actions and schedulers.
 
var cleanup ()
 Stops and removes all running actions and schedulers.
 
local cleanup ()
 Stops and removes all running actions and schedulers.
 
virtual ScenegetScene () const
 Returns the Scene that contains the Node. More...
 
virtual Rect boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for node. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher. More...
 
local getEventDispatcher ()
 Get the event dispatcher. More...
 
void setPhysicsBody (PhysicsBody *body)
 Set the PhysicsBody that let the sprite effect with physics. More...
 
PhysicsBodygetPhysicsBody () const
 Get the PhysicsBody the sprite have. More...
 
void removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
var removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
local removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
void updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags)
 Update the transform matrix from physics.
 
var updateTransformFromPhysics ( var parentTransform, var parentFlags)
 Update the transform matrix from physics.
 
local updateTransformFromPhysics ( local parentTransform, local parentFlags)
 Update the transform matrix from physics.
 
virtual void updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)
 Update physics body transform matrix.
 
var updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY)
 Update physics body transform matrix.
 
local updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY)
 Update physics body transform matrix.
 
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
 
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual void setZOrder (int localZOrder)
virtual void _setLocalZOrder (int z)
local _setLocalZOrder ( local z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
var getLocalZOrder ()
 Gets the local Z order of this node. More...
 
local getLocalZOrder ()
 Gets the local Z order of this node. More...
 
virtual int getZOrder () const
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
local setGlobalZOrder ( local globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual void setScaleX (float scaleX)
 Sets the scale (x) of the node. More...
 
local setScaleX ( local scaleX)
 Sets the scale (x) of the node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node The scale factor on X axis.
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
local setScaleY ( local scaleY)
 Sets the scale (y) of the node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node The scale factor on Y axis.
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
local setScaleZ ( local scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node The scale factor on Z axis.
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node. More...
 
local setScale ( local scale)
 Sets the scale (x,y,z) of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
local setScale ( local scaleX, local scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
var setNormalizedPosition ( var position)
 Sets the position (x,y) using values between 0 and 1. More...
 
local setNormalizedPosition ( local position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 Returns the normalized position. More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
var setPosition ( var x, var y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
local setPosition ( local x, local y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x)
 Sets the x coordinate of the node in its parent's coordinate system. More...
 
virtual float getPositionX (void) const
 Gets the x coordinate of the node in its parent's coordinate system. More...
 
virtual void setPositionY (float y)
 Sets the y coordinate of the node in its parent's coordinate system. More...
 
virtual float getPositionY (void) const
 Gets the y coordinate of the node in its parent's coordinate system. More...
 
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vec3 getPosition3D () const
 Returns the position (X,Y,Z) in its parent's coordinate system. More...
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
local setPositionZ ( local positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual void setVertexZ (float vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
var getVertexZ ()
 Gets position Z coordinate of this node. More...
 
local getPositionZ ()
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local skewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
var getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
local getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local skewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
var getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
local getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Vec2 &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
var setContentSize ( var contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
var getContentSize ()
 Returns the untransformed size of the node. More...
 
local getContentSize ()
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
var getRotation ()
 Returns the rotation of the node in degrees. More...
 
local getRotation ()
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
local setRotation3D ( local rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 getRotation3D () const
 Returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationQuat (const Quaternion &quat)
 Set rotation by quaternion. More...
 
local setRotationQuat ( local quat)
 Set rotation by quaternion. More...
 
virtual Quaternion getRotationQuat () const
 Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, The rotation in quaternion.
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationSkewX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual void setRotationX (float rotationX)
var setRotationX ( var rotationX)
local setRotationX ( local rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
local getRotationSkewX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual float getRotationX () const
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationSkewY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setRotationY (float rotationY)
local setRotationY ( local rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local getRotationSkewY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
void setGLServerState (int serverState)
var setGLServerState ( var serverState)
int getGLServerState () const
var getGLServerState ()
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
var addChild ( var child)
 Adds a child to the container with z-order as 0. More...
 
local addChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
local addChild ( local child, local localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual void addChild (Node *child, int localZOrder, const std::string &name)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local name)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
template<typename T >
getChildByTag (int tag) const
 Gets a child from the container with its tag that can be cast to Type T. More...
 
template<typename T >
var getChildByTag ( var tag)
 Gets a child from the container with its tag that can be cast to Type T. More...
 
template<typename T >
local getChildByTag ( local tag)
 Gets a child from the container with its tag that can be cast to Type T. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
template<typename T >
getChildByName (const std::string &name) const
 Gets a child from the container with its name that can be cast to Type T. More...
 
virtual void enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
local getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
local getChildren ()
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
var getChildrenCount ()
 Returns the amount of children. More...
 
local getChildrenCount ()
 Returns the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
var getParent ()
local getParent ()
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
var removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
local removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeChildByTag ( var tag, var true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeChildByName (const std::string &name, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeChildByName ( var name, var true)
 Removes a child from the container by tag value. More...
 
local removeChildByName ( local name, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup.
 
var removeAllChildren ()
 Removes all children from the container with a cleanup.
 
local removeAllChildren ()
 Removes all children from the container with a cleanup.
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local removeAllChildren ( local cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
local sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
var getTag ()
 Returns a tag that is used to identify the node easily. More...
 
local getTag ()
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual const std::string & getName () const
 Returns a string that is used to identify the node. More...
 
local getName ()
 Returns a string that is used to identify the node. More...
 
virtual void setName (const std::string &name)
 Changes the name that is used to identify the node easily. More...
 
var setName ( var name)
 Changes the name that is used to identify the node easily. More...
 
local setName ( local name)
 Changes the name that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
var getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
local getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
var getShaderProgram ()
local getShaderProgram ()
void setShaderProgram (GLProgram *glprogram)
var setShaderProgram ( var glprogram)
local setShaderProgram ( local glprogram)
GLProgramStategetGLProgramState () const
 Return the GLProgramState currently used for this node. More...
 
var getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
local getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
var setActionManager ( var actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
local setActionManager ( local actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
local getActionManager ()
void stopAllActions ()
 Stops and removes all actions from the running action list .
 
var stopAllActions ()
 Stops and removes all actions from the running action list .
 
local stopAllActions ()
 Stops and removes all actions from the running action list .
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
var stopAction ( var action)
 Stops and removes an action from the running action list. More...
 
local stopAction ( local action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
var stopActionByTag ( var tag)
 Removes an action from the running action list by its tag. More...
 
local stopActionByTag ( local tag)
 Removes an action from the running action list by its tag. More...
 
void stopAllActionsByTag (int tag)
 Removes all actions from the running action list by its tag. More...
 
var stopAllActionsByTag ( var tag)
 Removes all actions from the running action list by its tag. More...
 
local stopAllActionsByTag ( local tag)
 Removes all actions from the running action list by its tag. More...
 
void stopActionsByFlags (unsigned int flags)
 Removes all actions from the running action list by its flags. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
ssize_t numberOfRunningActions () const
local numberOfRunningActions ()
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
bool isScheduled (const std::string &key)
 Checks whether a lambda function is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger The SEL_SCHEDULE selector to be scheduled. More...
 
void scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key)
 Schedules a lambda function that runs only once, with a delay of 0 or larger The lambda function to be scheduled. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void schedule (const std::function< void(float)> &callback, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)
 Schedules a lambda function. More...
 
var schedule ( var callback, var interval, var repeat, var delay, var key)
 Schedules a lambda function. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
var unschedule ( var selector)
 Unschedules a custom selector. More...
 
void unschedule (const std::string &key)
 Unschedules a lambda function. More...
 
var unschedule ( var key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
var unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
void unscheduleAllSelectors ()
var unscheduleAllSelectors ()
local unscheduleAllSelectors ()
virtual void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
void resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void update (float delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
var update ( var delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
local update ( local delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
local getNodeToParentAffineTransform ()
virtual Mat4 getNodeToParentTransform (Node *ancestor) const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ( local ancestor)
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform (Node *ancestor) const
 Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentAffineTransform ( local ancestor)
 Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually. More...
 
var setNodeToParentTransform ( var transform)
 Sets the transformation matrix manually. More...
 
local setNodeToParentTransform ( local transform)
 Sets the transformation matrix manually. More...
 
virtual AffineTransform nodeToParentTransform () const
local nodeToParentTransform ()
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
var getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual AffineTransform parentToNodeTransform () const
local parentToNodeTransform ()
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
var getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
local getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
local getNodeToWorldAffineTransform ()
virtual AffineTransform nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
var getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
local getWorldToNodeAffineTransform ()
virtual AffineTransform worldToNodeTransform () const
local worldToNodeTransform ()
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 Convenience methods which take a Touch instead of Vec2. More...
 
var convertTouchToNodeSpace ( var touch)
 Convenience methods which take a Touch instead of Vec2. More...
 
local convertTouchToNodeSpace ( local touch)
 Convenience methods which take a Touch instead of Vec2. More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 Converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
Component * getComponent (const std::string &name)
 Gets a component by its name. More...
 
var getComponent ( var name)
 Gets a component by its name. More...
 
local getComponent ( local name)
 Gets a component by its name. More...
 
virtual bool addComponent (Component *component)
 Adds a component. More...
 
virtual bool removeComponent (const std::string &name)
 Removes a component by its name. More...
 
local removeComponent ( local name)
 Removes a component by its name. More...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
local removeComponent ( local component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components.
 
virtual std::string getDescription () const
 Gets the description string. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
local retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
local getReferenceCount ()
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor.
 

Static Public Member Functions

static Sprite3Dcreate ()
 Creates an empty sprite3D without 3D model and texture. More...
 
var create ()
 Creates an empty sprite3D without 3D model and texture. More...
 
local create ()
 Creates an empty sprite3D without 3D model and texture. More...
 
static Sprite3Dcreate (const std::string &modelPath)
 creates a Sprite3D an autoreleased sprite3D object.
 
var create ( var modelPath)
 creates a Sprite3D an autoreleased sprite3D object.
 
static Sprite3Dcreate (const std::string &modelPath, const std::string &texturePath)
 creates a Sprite3D. More...
 
local create ( local modelPath, local texturePath)
 creates a Sprite3D. More...
 
static void createAsync (const std::string &modelPath, const std::function< void(Sprite3D *, void *)> &callback, void *callbackparam)
 create 3d sprite asynchronously If the 3d model was previously loaded, it will create a new 3d sprite and the callback will be called at once. More...
 
local createAsync ( local modelPath, local callback, local callbackparam)
 create 3d sprite asynchronously If the 3d model was previously loaded, it will create a new 3d sprite and the callback will be called at once. More...
 
- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 
var create ()
 Allocates and initializes a node. More...
 
local create ()
 Allocates and initializes a node. More...
 

Protected Member Functions

bool loadFromCache (const std::string &path)
 load sprite3d from cache, return true if succeed, false otherwise
 
bool loadFromFile (const std::string &path, NodeDatas *nodedatas, MeshDatas *meshdatas, MaterialDatas *materialdatas)
 load file and set it to meshedatas, nodedatas and materialdatas, obj file .mtl file should be at the same directory if exist
 
var loadFromFile ( var path, var nodedatas, var meshdatas, var materialdatas)
 load file and set it to meshedatas, nodedatas and materialdatas, obj file .mtl file should be at the same directory if exist
 
local loadFromFile ( local path, local nodedatas, local meshdatas, local materialdatas)
 load file and set it to meshedatas, nodedatas and materialdatas, obj file .mtl file should be at the same directory if exist
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override
 Visits this Sprite3D's children and draw them recursively. More...
 
local visit ( local renderer, local parentTransform, local parentFlags)
 Visits this Sprite3D's children and draw them recursively. More...
 
void genMaterial (bool useLight=false)
 generate default material
 
MeshIndexDatagetMeshIndexData (const std::string &indexId) const
 get MeshIndexData by Id
 
var getMeshIndexData ( var indexId)
 get MeshIndexData by Id
 
local getMeshIndexData ( local indexId)
 get MeshIndexData by Id
 

Additional Inherited Members

- Public Attributes inherited from Ref
unsigned int _ID
 object id, ScriptSupport need public _ID
 
local _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
local _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
local _scriptObject
 scriptObject, support for swift
 
bool _rooted
 When true, it means that the object was already rooted.
 
local _rooted
 When true, it means that the object was already rooted.
 
bool _scriptOwned
 The life of the object is scrolled by the scripting engine. More...
 
local _scriptOwned
 The life of the object is scrolled by the scripting engine. More...
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes.
 
var INVALID_TAG = -1
 Default tag used for all the nodes.
 
local INVALID_TAG = -1
 Default tag used for all the nodes.
 

Detailed Description

a sprite3D can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite

Member Function Documentation

static Sprite3D* create ( )
static

Creates an empty sprite3D without 3D model and texture.

an autoreleased sprite3D object.

var create ( )
static

Creates an empty sprite3D without 3D model and texture.

an autoreleased sprite3D object.

local create ( )
static

Creates an empty sprite3D without 3D model and texture.

an autoreleased sprite3D object.

static Sprite3D* create ( const std::string &  modelPath,
const std::string &  texturePath 
)
static

creates a Sprite3D.

It only supports one texture, and overrides the internal texture with 'texturePath' an autoreleased sprite3D object.

var create ( var  modelPath,
var  texturePath 
)
static

creates a Sprite3D.

It only supports one texture, and overrides the internal texture with 'texturePath' an autoreleased sprite3D object.

local create ( local  modelPath,
local  texturePath 
)
static

creates a Sprite3D.

It only supports one texture, and overrides the internal texture with 'texturePath' an autoreleased sprite3D object.

static void createAsync ( const std::string &  modelPath,
const std::function< void(Sprite3D *, void *)> &  callback,
void *  callbackparam 
)
static

create 3d sprite asynchronously If the 3d model was previously loaded, it will create a new 3d sprite and the callback will be called at once.

Otherwise it will load the model file in a new thread, and when the 3d sprite is loaded, the callback will be called with the created Sprite3D and a userdefined parameter. The callback will be called from the main thread, so it is safe to create any cocos2d object from the callback. model to be loaded callback after loading user defined parameter for the callback

var createAsync ( var  modelPath,
var  callback,
var  callbackparam 
)
static

create 3d sprite asynchronously If the 3d model was previously loaded, it will create a new 3d sprite and the callback will be called at once.

Otherwise it will load the model file in a new thread, and when the 3d sprite is loaded, the callback will be called with the created Sprite3D and a userdefined parameter. The callback will be called from the main thread, so it is safe to create any cocos2d object from the callback. model to be loaded callback after loading user defined parameter for the callback

local createAsync ( local  modelPath,
local  callback,
local  callbackparam 
)
static

create 3d sprite asynchronously If the 3d model was previously loaded, it will create a new 3d sprite and the callback will be called at once.

Otherwise it will load the model file in a new thread, and when the 3d sprite is loaded, the callback will be called with the created Sprite3D and a userdefined parameter. The callback will be called from the main thread, so it is safe to create any cocos2d object from the callback. model to be loaded callback after loading user defined parameter for the callback

ssize_t getMeshCount ( ) const
inline
Returns
mesh count
var getMeshCount ( )
inline
Returns
mesh count
local getMeshCount ( )
inline
Returns
mesh count
MeshSkin* getSkin ( ) const
Returns
the skin
var getSkin ( )
Returns
the skin
local getSkin ( )
Returns
the skin
Skeleton3D* getSkeleton ( ) const
inline
Returns
the skeleton of sprite3d
var getSkeleton ( )
inline
Returns
the skeleton of sprite3d
local getSkeleton ( )
inline
Returns
the skeleton of sprite3d
virtual Action* runAction ( Action action)
overridevirtual

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() the action will be excuted An Action pointer

Reimplemented from Node.

var runAction ( var  action)
overridevirtual

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() the action will be excuted An Action pointer

Reimplemented from Node.

local runAction ( local  action)
overridevirtual

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() the action will be excuted An Action pointer

Reimplemented from Node.

void setForceDepthWrite ( bool  value)
inline

Force to write to depth buffer, this is useful if you want to achieve effects like fading.

the switching vale of method

var setForceDepthWrite ( var  value)
inline

Force to write to depth buffer, this is useful if you want to achieve effects like fading.

the switching vale of method

local setForceDepthWrite ( local  value)
inline

Force to write to depth buffer, this is useful if you want to achieve effects like fading.

the switching vale of method

void setMaterial ( Material material)

Adds a new material to the sprite.

The Material will be applied to all the meshes that belong to the sprite. Internally it will call setMaterial(material,-1) the material to be applied

var setMaterial ( var  material)

Adds a new material to the sprite.

The Material will be applied to all the meshes that belong to the sprite. Internally it will call setMaterial(material,-1) the material to be applied

local setMaterial ( local  material)

Adds a new material to the sprite.

The Material will be applied to all the meshes that belong to the sprite. Internally it will call setMaterial(material,-1) the material to be applied

void setMaterial ( Material material,
int  meshIndex 
)

Adds a new material to a particular mesh of the sprite.

meshIndex is the mesh that will be applied to. if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite. the material to be applied the mesh index of whom want to apply the material

var setMaterial ( var  material,
var  meshIndex 
)

Adds a new material to a particular mesh of the sprite.

meshIndex is the mesh that will be applied to. if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite. the material to be applied the mesh index of whom want to apply the material

local setMaterial ( local  material,
local  meshIndex 
)

Adds a new material to a particular mesh of the sprite.

meshIndex is the mesh that will be applied to. if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite. the material to be applied the mesh index of whom want to apply the material

Material* getMaterial ( int  meshIndex) const

Get material of a particular mesh of the sprite.

meshIndex is the mesh that will be applied to. if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite. the mesh index the material of given mesh index

var getMaterial ( var  meshIndex)

Get material of a particular mesh of the sprite.

meshIndex is the mesh that will be applied to. if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite. the mesh index the material of given mesh index

local getMaterial ( local  meshIndex)

Get material of a particular mesh of the sprite.

meshIndex is the mesh that will be applied to. if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite. the mesh index the material of given mesh index

virtual void visit ( Renderer *  renderer,
const Mat4 parentTransform,
uint32_t  parentFlags 
)
overrideprotectedvirtual

Visits this Sprite3D's children and draw them recursively.

Note: all its children will rendered as 3D objects

Reimplemented from Node.

var visit ( var  renderer,
var  parentTransform,
var  parentFlags 
)
overrideprotectedvirtual

Visits this Sprite3D's children and draw them recursively.

Note: all its children will rendered as 3D objects

Reimplemented from Node.

local visit ( local  renderer,
local  parentTransform,
local  parentFlags 
)
overrideprotectedvirtual

Visits this Sprite3D's children and draw them recursively.

Note: all its children will rendered as 3D objects

Reimplemented from Node.


The documentation for this class was generated from the following file: