Sprite3D: A sprite can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawn as sprite. More...
Inherits Node, and BlendProtocol.
Public Member Functions | |
void | setTexture (const std::string &texFile) |
set diffuse texture, set the first if multiple textures exist | |
local | setTexture ( local texFile) |
set diffuse texture, set the first if multiple textures exist | |
Mesh * | getMeshByIndex (int index) const |
get Mesh by index | |
var | getMeshByIndex ( var index) |
get Mesh by index | |
local | getMeshByIndex ( local index) |
get Mesh by index | |
Mesh * | getMeshByName (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 | |
var | getMeshByName ( var name) |
get Mesh by Name, it returns the first one if there are more than one mesh with the same name | |
local | getMeshByName ( local name) |
get Mesh by Name, it returns the first one if there are more than one mesh with the same name | |
std::vector< Mesh * > | getMeshArrayByName (const std::string &name) const |
get mesh array by name, returns all meshes with the given name More... | |
Mesh * | getMesh () const |
get mesh | |
ssize_t | getMeshCount () const |
get mesh count | |
var | getMeshCount () |
get mesh count | |
local | getMeshCount () |
get mesh count | |
MeshSkin * | getSkin () const |
get skin | |
var | getSkin () |
get skin | |
local | getSkin () |
get skin | |
AttachNode * | getAttachNode (const std::string &boneName) |
get AttachNode by bone name, return nullptr if not exist | |
void | removeAttachNode (const std::string &boneName) |
remove attach node | |
var | removeAttachNode ( var boneName) |
remove attach node | |
local | removeAttachNode ( local boneName) |
remove attach node | |
void | removeAllAttachNode () |
remove all attach nodes | |
var | removeAllAttachNode () |
remove all attach nodes | |
local | removeAllAttachNode () |
remove all attach nodes | |
virtual void | setGLProgramState (GLProgramState *glProgramState) override |
set GLProgramState, you should bind attributes by yourself | |
virtual void | setGLProgram (GLProgram *glprogram) override |
just remember bind attributes | |
local | setGLProgram ( local glprogram) |
just remember bind attributes | |
virtual Action * | runAction (Action *action) override |
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. | |
var | setForceDepthWrite ( var value) |
Force to write to depth buffer, this is useful if you want to achieve effects like fading. | |
local | setForceDepthWrite ( local value) |
Force to write to depth buffer, this is useful if you want to achieve effects like fading. | |
virtual Rect | getBoundingBox () const override |
Returns 2d bounding-box Note: the bounding-box is just get from the AABB which as Z=0, so that is not very accurate. | |
var | getBoundingBox () |
Returns 2d bounding-box Note: the bounding-box is just get from the AABB which as Z=0, so that is not very accurate. | |
local | getBoundingBox () |
Returns 2d bounding-box Note: the bounding-box is just get from the AABB which as Z=0, so that is not very accurate. | |
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 | |
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... | |
var | setMaterial ( var material) |
Adds a new material to the sprite. More... | |
local | setMaterial ( local 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... | |
Material * | getMaterial (int meshIndex) const |
Adds a new material to a particular mesh of the sprite. More... | |
local | getMaterial ( local meshIndex) |
Adds a new material to 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. | |
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... | |
virtual void | cleanup () |
Stops all running actions and schedulers. | |
virtual Scene * | getScene () const |
Returns the Scene that contains the Node. More... | |
local | getScene () |
Returns the Scene that contains the Node. More... | |
virtual Rect | boundingBox () const |
local | boundingBox () |
virtual void | setEventDispatcher (EventDispatcher *dispatcher) |
Set event dispatcher for scene. More... | |
var | setEventDispatcher ( var dispatcher) |
Set event dispatcher for scene. More... | |
local | setEventDispatcher ( local dispatcher) |
Set event dispatcher for scene. More... | |
virtual EventDispatcher * | getEventDispatcher () const |
Get the event dispatcher of scene. More... | |
local | getEventDispatcher () |
Get the event dispatcher of scene. More... | |
virtual GLubyte | getOpacity () const |
Return the node's opacity. More... | |
local | getOpacity () |
Return the node's opacity. More... | |
virtual GLubyte | getDisplayedOpacity () const |
Return the node's display opacity. More... | |
local | getDisplayedOpacity () |
Return the node's display opacity. More... | |
virtual void | setOpacity (GLubyte opacity) |
Change node opacity. More... | |
virtual void | updateDisplayedOpacity (GLubyte parentOpacity) |
Update the displayed opacity of node with it's parent opacity;. More... | |
virtual bool | isCascadeOpacityEnabled () const |
Whether cascadeOpacity is enabled or not. More... | |
var | isCascadeOpacityEnabled () |
Whether cascadeOpacity is enabled or not. More... | |
local | isCascadeOpacityEnabled () |
Whether cascadeOpacity is enabled or not. More... | |
virtual void | setCascadeOpacityEnabled (bool cascadeOpacityEnabled) |
Change node's cascadeOpacity property. More... | |
local | setCascadeOpacityEnabled ( local cascadeOpacityEnabled) |
Change node's cascadeOpacity property. More... | |
virtual const Color3B & | getColor () const |
Query node's color value. More... | |
local | getColor () |
Query node's color value. More... | |
virtual const Color3B & | getDisplayedColor () const |
Query node's displayed color. More... | |
local | getDisplayedColor () |
Query node's displayed color. More... | |
virtual void | setColor (const Color3B &color) |
Change the color of node. More... | |
var | setColor ( var color) |
Change the color of node. More... | |
local | setColor ( local color) |
Change the color of node. More... | |
virtual void | updateDisplayedColor (const Color3B &parentColor) |
Update node's displayed color with its parent color. More... | |
local | updateDisplayedColor ( local parentColor) |
Update node's displayed color with its parent color. More... | |
virtual bool | isCascadeColorEnabled () const |
Query whether cascadeColor is enabled or not. More... | |
var | isCascadeColorEnabled () |
Query whether cascadeColor is enabled or not. More... | |
local | isCascadeColorEnabled () |
Query whether cascadeColor is enabled or not. More... | |
virtual void | setCascadeColorEnabled (bool cascadeColorEnabled) |
If you want node's color affect the children node's color, then set it to true. More... | |
virtual void | setOpacityModifyRGB (bool value) |
If you want the opacity affect the color property, then set to true. More... | |
local | setOpacityModifyRGB ( local value) |
If you want the opacity affect the color property, then set to true. More... | |
virtual bool | isOpacityModifyRGB () const |
If node opacity will modify the RGB color value, then you should override this method and return true. More... | |
void | setOnEnterCallback (const std::function< void()> &callback) |
Set the callback of event onEnter. More... | |
const std::function< void()> & | getOnEnterCallback () const |
Get the callback of event onEnter. More... | |
void | setOnExitCallback (const std::function< void()> &callback) |
Set the callback of event onExit. More... | |
var | setOnExitCallback ( var callback) |
Set the callback of event onExit. More... | |
local | setOnExitCallback ( local callback) |
Set the callback of event onExit. More... | |
const std::function< void()> & | getOnExitCallback () const |
Get the callback of event onExit. More... | |
local | getOnExitCallback () |
Get the callback of event onExit. More... | |
void | setonEnterTransitionDidFinishCallback (const std::function< void()> &callback) |
Set the callback of event EnterTransitionDidFinish. More... | |
var | setonEnterTransitionDidFinishCallback ( var callback) |
Set the callback of event EnterTransitionDidFinish. More... | |
local | setonEnterTransitionDidFinishCallback ( local callback) |
Set the callback of event EnterTransitionDidFinish. More... | |
const std::function< void()> & | getonEnterTransitionDidFinishCallback () const |
Get the callback of event EnterTransitionDidFinish. More... | |
void | setonExitTransitionDidStartCallback (const std::function< void()> &callback) |
Set the callback of event ExitTransitionDidStart. More... | |
var | setonExitTransitionDidStartCallback ( var callback) |
Set the callback of event ExitTransitionDidStart. More... | |
local | setonExitTransitionDidStartCallback ( local callback) |
Set the callback of event ExitTransitionDidStart. More... | |
const std::function< void()> & | getonExitTransitionDidStartCallback () const |
Get the callback of event ExitTransitionDidStart. More... | |
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 | setCameraMask (unsigned short mask, bool applyChildren=true) |
Modify the camera mask for current node. More... | |
local | setCameraMask ( local mask, local true) |
Modify the camera mask for current node. More... | |
virtual void | setLocalZOrder (std::int32_t localZOrder) |
LocalZOrder is the 'key' used to sort the node relative to its siblings. More... | |
virtual void | setZOrder (std::int32_t localZOrder) |
virtual void | _setLocalZOrder (std::int32_t z) |
local | _setLocalZOrder ( local z) |
void | updateOrderOfArrival () |
!!! ONLY FOR INTERNAL USE Sets the arrival order when this node has a same ZOrder with other children. More... | |
virtual std::int32_t | getLocalZOrder () const |
Gets the local Z order of this node. More... | |
virtual std::int32_t | getZOrder () const |
var | getZOrder () |
local | getZOrder () |
virtual void | setGlobalZOrder (float globalZOrder) |
Defines the order in which the nodes are renderer. More... | |
local | setGlobalZOrder ( local globalZOrder) |
Defines the order in which the nodes are renderer. More... | |
virtual float | getGlobalZOrder () const |
Returns the Node's Global Z Order. More... | |
var | getGlobalZOrder () |
Returns the Node's Global Z Order. More... | |
local | getGlobalZOrder () |
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. More... | |
local | getScaleX () |
Returns the scale factor on X axis of this node. More... | |
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. More... | |
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. More... | |
virtual void | setScale (float scale) |
Sets the scale (x,y,z) of the node. More... | |
var | setScale ( var 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 | setPositionNormalized (const Vec2 &position) |
Sets the position (x,y) using values between 0 and 1. More... | |
virtual void | setNormalizedPosition (const Vec2 &position) |
local | setNormalizedPosition ( local position) |
virtual const Vec2 & | getPosition () const |
Gets the position (x,y) of the node in its parent's coordinate system. More... | |
local | getPosition () |
Gets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual const Vec2 & | getPositionNormalized () const |
Returns the normalized position. More... | |
virtual const Vec2 & | getNormalizedPosition () const |
virtual void | setPosition (float x, float 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) |
Gets/Sets x or y coordinate individually for position. More... | |
var | setPositionX ( var x) |
Gets/Sets x or y coordinate individually for position. More... | |
local | setPositionX ( local x) |
Gets/Sets x or y coordinate individually for position. 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... | |
local | setPositionY ( local 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... | |
var | getPositionY () |
Gets the y coordinate of the node in its parent's coordinate system. More... | |
local | getPositionY () |
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... | |
local | setPosition3D ( local 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... | |
local | getPosition3D () |
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... | |
var | setVertexZ ( var 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) |
var | setVertexZ ( var vertexZ) |
local | setVertexZ ( local vertexZ) |
virtual float | getPositionZ () const |
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... | |
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... | |
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 Vec2 & | getAnchorPoint () const |
Returns the anchor point in percent. More... | |
virtual const Vec2 & | getAnchorPointInPoints () const |
Returns the anchorPoint in absolute pixels. More... | |
virtual void | setContentSize (const Size &contentSize) |
Sets the untransformed size of the node. More... | |
local | setContentSize ( local contentSize) |
Sets the untransformed size of the node. More... | |
virtual const Size & | getContentSize () const |
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... | |
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... | |
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, it equals to RotationY * RotationX otherwise. More... | |
local | getRotationQuat () |
Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise. More... | |
virtual void | setRotationSkewX (float rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
virtual void | setRotationX (float 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... | |
virtual float | getRotationX () const |
var | getRotationX () |
local | getRotationX () |
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) |
var | setRotationY ( var 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 | setGLServerState (int) |
var | setGLServerState ( var int) |
int | getGLServerState () const |
virtual void | setIgnoreAnchorPointForPosition (bool ignore) |
Sets whether the anchor point will be (0,0) when you position this node. More... | |
local | setIgnoreAnchorPointForPosition ( local ignore) |
Sets whether the anchor point will be (0,0) when you position this node. More... | |
virtual void | ignoreAnchorPointForPosition (bool ignore) |
local | ignoreAnchorPointForPosition ( local ignore) |
virtual bool | isIgnoreAnchorPointForPosition () const |
Gets whether the anchor point will be (0,0) when you position this node. More... | |
virtual int | getTag () const |
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... | |
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 Ref * | getUserObject () |
Returns a user assigned Object. More... | |
var | getUserObject () |
Returns a user assigned Object. More... | |
virtual const Ref * | getUserObject () const |
virtual void | setUserObject (Ref *userObject) |
Returns a user assigned Object. More... | |
local | setUserObject ( local userObject) |
Returns a user assigned Object. More... | |
GLProgram * | getGLProgram () 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... | |
GLProgram * | getShaderProgram () const |
var | getShaderProgram () |
local | getShaderProgram () |
void | setShaderProgram (GLProgram *glprogram) |
var | setShaderProgram ( var glprogram) |
local | setShaderProgram ( local glprogram) |
GLProgramState * | getGLProgramState () 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... | |
var | 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 ActionManager * | getActionManager () |
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 ActionManager * | getActionManager () const |
void | 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... | |
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... | |
Action * | getActionByTag (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 | getNumberOfRunningActionsByTag (int tag) const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays) with a specific tag. More... | |
local | getNumberOfRunningActionsByTag ( local tag) |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays) with a specific tag. 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 Scheduler * | getScheduler () |
Gets a Scheduler object. More... | |
local | getScheduler () |
Gets a Scheduler object. More... | |
virtual const Scheduler * | getScheduler () const |
local | getScheduler () |
bool | isScheduled (SEL_SCHEDULE selector) const |
Checks whether a selector is scheduled. More... | |
bool | isScheduled (const std::string &key) const |
Checks whether a lambda function is scheduled. More... | |
void | scheduleUpdate (void) |
Schedules the "update" method. More... | |
var | scheduleUpdate () |
Schedules the "update" method. More... | |
void | scheduleUpdateWithPriority (int priority) |
Schedules the "update" method with a custom priority. More... | |
var | scheduleUpdateWithPriority ( var priority) |
Schedules the "update" method with a custom priority. More... | |
void | unscheduleUpdate (void) |
var | unscheduleUpdate () |
local | unscheduleUpdate () |
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. 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. 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... | |
var | schedule ( var callback, var 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... | |
void | unschedule (SEL_SCHEDULE selector) |
Unschedules a custom selector. More... | |
void | unschedule (const std::string &key) |
Unschedules a lambda function. More... | |
void | unscheduleAllCallbacks () |
Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. More... | |
void | unscheduleAllSelectors () |
var | unscheduleAllSelectors () |
local | unscheduleAllSelectors () |
virtual void | resume (void) |
Resumes all scheduled selectors, actions and event listeners. More... | |
var | resume () |
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". More... | |
var | update ( var delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More... | |
local | update ( local delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More... | |
virtual void | updateTransform () |
Calls children's updateTransform() method recursively. More... | |
virtual const Mat4 & | getNodeToParentTransform () 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... | |
var | getNodeToParentTransform ( var ancestor) |
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 |
virtual const Mat4 & | getParentToNodeTransform () 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... | |
var | convertToNodeSpace ( var worldPoint) |
Converts a Vec2 to node (local) space coordinates. More... | |
local | convertToNodeSpace ( local worldPoint) |
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... | |
var | convertToWorldSpaceAR ( var nodePoint) |
Converts a local Vec2 to world space coordinates.The result is in Points. More... | |
local | convertToWorldSpaceAR ( local nodePoint) |
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... | |
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 (const Mat4 *additionalTransform) |
Sets an additional transform matrix to the node. More... | |
void | setAdditionalTransform (const Mat4 &additionalTransform) |
var | setAdditionalTransform ( var additionalTransform) |
local | setAdditionalTransform ( local additionalTransform) |
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... | |
local | getComponent ( local name) |
Gets a component by its name. More... | |
virtual bool | addComponent (Component *component) |
Adds a component. More... | |
local | addComponent ( local 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... | |
virtual void | addChild (Node *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 Node * | getChildByTag (int tag) const |
Gets a child from the container with its tag. More... | |
local | getChildByTag ( local tag) |
Gets a child from the container with its tag. More... | |
template<typename T > | |
T | getChildByTag (int tag) const |
Gets a child from the container with its tag that can be cast to Type T. More... | |
virtual Node * | getChildByName (const std::string &name) const |
Gets a child from the container with its name. More... | |
local | getChildByName ( local name) |
Gets a child from the container with its name. More... | |
template<typename T > | |
T | getChildByName (const std::string &name) const |
Gets a child from the container with its name that can be cast to Type T. More... | |
template<typename T > | |
var | getChildByName ( var name) |
Gets a child from the container with its name that can be cast to Type T. More... | |
template<typename T > | |
local | getChildByName ( local name) |
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 |
var | getChildren () |
local | getChildren () |
virtual ssize_t | getChildrenCount () const |
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 Node * | getParent () |
Returns a pointer to the parent node. More... | |
virtual const Node * | getParent () const |
local | getParent () |
virtual void | 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... | |
local | removeChild ( local child, local 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... | |
virtual void | removeAllChildren () |
Removes all children from the container with a cleanup. More... | |
var | removeAllChildren () |
Removes all children from the container with a cleanup. More... | |
local | removeAllChildren () |
Removes all children from the container with a cleanup. More... | |
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... | |
var | removeAllChildren ( var 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... | |
var | reorderChild ( var child, var localZOrder) |
Reorders a child according to a new z value. More... | |
local | reorderChild ( local child, local 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... | |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
local | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
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. More... | |
Static Public Member Functions | |
static Sprite3D * | create () |
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 Sprite3D * | create (const std::string &modelPath) |
creates a Sprite3D | |
var | create ( var modelPath) |
creates a Sprite3D | |
local | create ( local modelPath) |
creates a Sprite3D | |
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... | |
var | createAsync ( var modelPath, var callback, var 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 Node * | create () |
Allocates and initializes a node. More... | |
var | create () |
Allocates and initializes a node. More... | |
local | create () |
Allocates and initializes a node. More... | |
static int | getAttachedNodeCount () |
Gets count of nodes those are attached to scene graph. | |
var | getAttachedNodeCount () |
Gets count of nodes those are attached to scene graph. | |
local | getAttachedNodeCount () |
Gets count of nodes those are attached to scene graph. | |
template<typename _T > | |
static void | sortNodes (cocos2d::Vector< _T * > &nodes) |
Sorts helper function. 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... | |
void | genMaterial (bool useLight=false) |
generate default material | |
var | genMaterial ( var false) |
generate default material | |
local | genMaterial ( local false) |
generate default material | |
MeshIndexData * | getMeshIndexData (const std::string &indexId) const |
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. | |
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. | |
Sprite3D: A sprite can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawn as sprite.
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Creates an empty sprite3D without 3D model and texture.
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static |
Creates an empty sprite3D without 3D model and texture.
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static |
Creates an empty sprite3D without 3D model and texture.
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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 user-defined parameter. The callback will be called from the main thread, so it is safe to create any cocos2d object from the callback.
modelPath | model to be loaded |
callback | callback after loading |
callbackparam | user defined parameter for the callback |
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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 user-defined parameter. The callback will be called from the main thread, so it is safe to create any cocos2d object from the callback.
modelPath | model to be loaded |
callback | callback after loading |
callbackparam | user defined parameter for the callback |
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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 user-defined parameter. The callback will be called from the main thread, so it is safe to create any cocos2d object from the callback.
modelPath | model to be loaded |
callback | callback after loading |
callbackparam | user defined parameter for the callback |
std::vector<Mesh*> getMeshArrayByName |
( | const std::string & | name | ) | const |
get mesh array by name, returns all meshes with the given name
var getMeshArrayByName | ( | var | name | ) |
get mesh array by name, returns all meshes with the given name
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()
Reimplemented from Node.
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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()
Reimplemented from Node.
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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()
Reimplemented from Node.
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)
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)
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)
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.
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.
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.
Material* getMaterial | ( | int | meshIndex | ) | const |
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.
var getMaterial | ( | 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.
local getMaterial | ( | 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.
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overrideprotectedvirtual |
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overrideprotectedvirtual |
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overrideprotectedvirtual |