cocos2d-x  3.5
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Sprite3D Member List

This is the complete list of members for Sprite3D, including all inherited members.

__pad0__Sprite3D
_aabbSprite3Dmutableprotected
_aabbDirtySprite3Dprotected
_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_asyncLoadParamSprite3Dprotected
_attachmentsSprite3Dprotected
_blendSprite3Dprotected
_cameraMaskNodeprotected
_cascadeColorEnabledNodeprotected
_cascadeOpacityEnabledNodeprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_contentSizeDirtyNodeprotected
_directorNodeprotected
_displayedColorNodeprotected
_displayedOpacityNodeprotected
_eventDispatcherNodeprotected
_forceDepthWriteSprite3Dprotected
_globalZOrderNodeprotected
_glProgramStateNodeprotected
_hashOfNameNodeprotected
_ignoreAnchorPointForPositionNodeprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_lightMaskSprite3Dprotected
_localZOrderNodeprotected
_meshesSprite3Dprotected
_meshVertexDatasSprite3Dprotected
_modelViewTransformNodeprotected
_nameNodeprotected
_nodeToWorldTransformSprite3Dmutableprotected
_normalizedPositionNodeprotected
_normalizedPositionDirtyNodeprotected
_onEnterCallbackNodeprotected
_onEnterTransitionDidFinishCallbackNodeprotected
_onExitCallbackNodeprotected
_onExitTransitionDidStartCallbackNodeprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_physicsBodyNodeprotected
_physicsRotationNodeprotected
_physicsScaleStartXNodeprotected
_physicsScaleStartYNodeprotected
_physicsTransformDirtyNodeprotected
_positionNodeprotected
_positionZNodeprotected
_realColorNodeprotected
_realOpacityNodeprotected
_referenceCountRefprotected
_reorderChildDirtyNodeprotected
_rotationQuatNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_rotationZ_XNodeprotected
_rotationZ_YNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_scaleZNodeprotected
_schedulerNodeprotected
_setLocalZOrder(int z)Nodevirtual
_shaderUsingLightSprite3Dprotected
_skeletonSprite3Dprotected
_skewXNodeprotected
_skewYNodeprotected
_tagNodeprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_transformUpdatedNodeprotected
_updateTransformFromPhysicsNodeprotected
_useAdditionalTransformNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_usingNormalizedPositionNodeprotected
_visibleNodeprotected
addChild(Node *child)Nodevirtual
addChild(Node *child, int localZOrder)Nodevirtual
addChild(Node *child, int localZOrder, int tag)Nodevirtual
addChild(Node *child, int localZOrder, const std::string &name)Nodevirtual
addComponent(Component *component)Nodevirtual
addMesh(Mesh *mesh)Sprite3D
afterAsyncLoad(void *param)Sprite3D
autorelease()Ref
boundingBox() const Nodeinlinevirtual
childrenAlloc(void)Nodeprotected
cleanup()Nodevirtual
convertToNodeSpace(const Vec2 &worldPoint) const Node
convertToNodeSpaceAR(const Vec2 &worldPoint) const Node
convertTouchToNodeSpace(Touch *touch) const Node
convertTouchToNodeSpaceAR(Touch *touch) const Node
convertToWindowSpace(const Vec2 &nodePoint) const Nodeprotected
convertToWorldSpace(const Vec2 &nodePoint) const Node
convertToWorldSpaceAR(const Vec2 &nodePoint) const Node
create()Sprite3Dstatic
create(const std::string &modelPath)Sprite3Dstatic
create(const std::string &modelPath, const std::string &texturePath)Sprite3Dstatic
createAsync(const std::string &modelPath, const std::function< void(Sprite3D *, void *)> &callback, void *callbackparam)Sprite3Dstatic
createAsync(const std::string &modelPath, const std::string &texturePath, const std::function< void(Sprite3D *, void *)> &callback, void *callbackparam)Sprite3Dstatic
createAttachSprite3DNode(NodeData *nodedata, const MaterialDatas &matrialdatas)Sprite3D
createNode(NodeData *nodedata, Node *root, const MaterialDatas &matrialdatas, bool singleSprite)Sprite3D
createSprite3DNode(NodeData *nodedata, ModelData *modeldata, const MaterialDatas &matrialdatas)Sprite3D
detachChild(Node *child, ssize_t index, bool doCleanup)Nodeprotected
disableCascadeColor()Nodeprotectedvirtual
disableCascadeOpacity()Nodeprotectedvirtual
doEnumerate(std::string name, std::function< bool(Node *)> callback) const Nodeprotected
doEnumerateRecursive(const Node *node, const std::string &name, std::function< bool(Node *)> callback) const Nodeprotected
draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) overrideSprite3Dvirtual
cocos2d::Node::draw() finalNodevirtual
enumerateChildren(const std::string &name, std::function< bool(Node *node)> callback) const Nodevirtual
FLAGS_CONTENT_SIZE_DIRTY enum valueNode
FLAGS_DIRTY_MASK enum valueNode
FLAGS_RENDER_AS_3D enum valueNode
FLAGS_TRANSFORM_DIRTY enum valueNode
genGLProgramState(bool useLight=false)Sprite3D
getAABB() const Sprite3D
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getAttachNode(const std::string &boneName)Sprite3D
getBlendFunc() const overrideSprite3Dvirtual
getBoundingBox() const overrideSprite3Dvirtual
getCameraMask() const Nodeinline
getChildByName(const std::string &name) const Nodevirtual
getChildByName(const std::string &name) const Nodeinline
getChildByTag(int tag) const Nodevirtual
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Nodevirtual
getColor() const Nodevirtual
getComponent(const std::string &name)Node
getContentSize() const Nodevirtual
getDescription() const Nodevirtual
getDisplayedColor() const Nodevirtual
getDisplayedOpacity() const Nodevirtual
getEventDispatcher() const Nodeinlinevirtual
getGlobalZOrder() const Nodeinlinevirtual
getGLProgram() const Node
getGLProgramState() const Node
getGLServerState() const Nodeinline
getLightMask() const Sprite3Dinline
getLocalZOrder() const Nodeinlinevirtual
getMesh() const Sprite3Dinline
getMeshArrayByName(const std::string &name) const Sprite3D
getMeshByIndex(int index) const Sprite3D
getMeshByName(const std::string &name) const Sprite3D
getMeshCount() const Sprite3Dinline
getMeshIndexData(const std::string &indexId) const Sprite3D
getName() const Nodevirtual
getNodeToParentAffineTransform() const Nodevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToWorldAffineTransform() const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNormalizedPosition() const Nodevirtual
getNumberOfRunningActions() const Node
getOnEnterCallback() const Nodeinline
getonEnterTransitionDidFinishCallback() const Nodeinline
getOnExitCallback() const Nodeinline
getonExitTransitionDidStartCallback() const Nodeinline
getOpacity() const Nodevirtual
getOrderOfArrival() const Node
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentToNodeAffineTransform() const Nodevirtual
getParentToNodeTransform() const Nodevirtual
getPhysicsBody() const Nodeinline
getPosition() const Nodevirtual
getPosition(float *x, float *y) const Nodevirtual
getPosition3D() const Nodevirtual
getPositionX(void) const Nodevirtual
getPositionY(void) const Nodevirtual
getPositionZ() const Nodevirtual
getReferenceCount() const Ref
getRotation() const Nodevirtual
getRotation3D() const Nodevirtual
getRotationQuat() const Nodevirtual
getRotationSkewX() const Nodevirtual
getRotationSkewY() const Nodevirtual
getRotationX() const Nodeinlinevirtual
getRotationY() const Nodeinlinevirtual
getScale() const Nodevirtual
getScaleX() const Nodevirtual
getScaleY() const Nodevirtual
getScaleZ() const Nodevirtual
getScene() const Nodevirtual
getScheduler()Nodeinlinevirtual
getScheduler() const Nodeinlinevirtual
getShaderProgram() const Nodeinline
getSkeleton() const Sprite3Dinline
getSkewX() const Nodevirtual
getSkewY() const Nodevirtual
getSkin() const Sprite3D
getTag() const Nodevirtual
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodeinlinevirtual
getWorldToNodeAffineTransform() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodeinlinevirtual
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
init() overrideSprite3Dvirtual
initFrom(const NodeDatas &nodedatas, const MeshDatas &meshdatas, const MaterialDatas &materialdatas)Sprite3D
initWithFile(const std::string &path)Sprite3D
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isCascadeColorEnabled() const Nodevirtual
isCascadeOpacityEnabled() const Nodevirtual
isForceDepthWrite() const Sprite3Dinline
isIgnoreAnchorPointForPosition() const Nodevirtual
isOpacityModifyRGB() const Nodeinlinevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isScheduled(const std::string &key)Node
isVisible() const Nodevirtual
isVisitableByVisitingCamera() const Nodeprotected
loadFromCache(const std::string &path)Sprite3D
loadFromFile(const std::string &path, NodeDatas *nodedatas, MeshDatas *meshdatas, MaterialDatas *materialdatas)Sprite3D
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
onAABBDirty()Sprite3Dinline
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
parentToNodeTransform() const Nodeinlinevirtual
pause(void)Nodevirtual
pauseSchedulerAndActions()Node
processParentFlags(const Mat4 &parentTransform, uint32_t parentFlags)Nodeprotected
Ref()Refprotected
release()Ref
removeAllAttachNode()Sprite3D
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup)Nodevirtual
removeAllComponents()Nodevirtual
removeAttachNode(const std::string &boneName)Sprite3D
removeChild(Node *child, bool cleanup=true)Nodevirtual
removeChildByName(const std::string &name, bool cleanup=true)Nodevirtual
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const std::string &name)Nodevirtual
removeComponent(Component *component)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
removeFromPhysicsWorld()Node
reorderChild(Node *child, int localZOrder)Nodevirtual
resume(void)Nodevirtual
resumeSchedulerAndActions()Node
retain()Ref
runAction(Action *action) overrideSprite3Dvirtual
s_globalOrderOfArrivalNodeprotectedstatic
schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)Node
schedule(SEL_SCHEDULE selector, float interval)Node
schedule(SEL_SCHEDULE selector)Node
schedule(const std::function< void(float)> &callback, const std::string &key)Node
schedule(const std::function< void(float)> &callback, float interval, const std::string &key)Node
schedule(const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)Node
scheduleOnce(SEL_SCHEDULE selector, float delay)Node
scheduleOnce(const std::function< void(float)> &callback, float delay, const std::string &key)Node
scheduleUpdate(void)Node
scheduleUpdateWithPriority(int priority)Node
scheduleUpdateWithPriorityLua(int handler, int priority)Node
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(Mat4 *additionalTransform)Node
setAdditionalTransform(const AffineTransform &additionalTransform)Node
setAnchorPoint(const Vec2 &anchorPoint)Nodevirtual
setBlendFunc(const BlendFunc &blendFunc) overrideSprite3Dvirtual
setCameraMask(unsigned short mask, bool applyChildren=true)Nodevirtual
setCascadeColorEnabled(bool cascadeColorEnabled)Nodevirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled)Nodevirtual
setColor(const Color3B &color)Nodevirtual
setContentSize(const Size &contentSize)Nodevirtual
setCullFace(GLenum cullFace)Sprite3D
setCullFaceEnabled(bool enable)Sprite3D
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setForceDepthWrite(bool value)Sprite3Dinline
setGlobalZOrder(float globalZOrder)Nodevirtual
setGLProgram(GLProgram *glprogram) overrideSprite3Dvirtual
setGLProgramState(GLProgramState *glProgramState) overrideSprite3Dvirtual
setGLServerState(int serverState)Nodeinline
setLightMask(unsigned int mask)Sprite3Dinline
setLocalZOrder(int localZOrder)Nodevirtual
setName(const std::string &name)Nodevirtual
setNodeToParentTransform(const Mat4 &transform)Nodevirtual
setNormalizedPosition(const Vec2 &position)Nodevirtual
setOnEnterCallback(const std::function< void()> &callback)Nodeinline
setonEnterTransitionDidFinishCallback(const std::function< void()> &callback)Nodeinline
setOnExitCallback(const std::function< void()> &callback)Nodeinline
setonExitTransitionDidStartCallback(const std::function< void()> &callback)Nodeinline
setOpacity(GLubyte opacity)Nodevirtual
setOpacityModifyRGB(bool value)Nodeinlinevirtual
setOrderOfArrival(int orderOfArrival)Node
setParent(Node *parent)Nodevirtual
setPhysicsBody(PhysicsBody *body)Node
setPosition(const Vec2 &position)Nodevirtual
setPosition(float x, float y)Nodevirtual
setPosition3D(const Vec3 &position)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setPositionZ(float positionZ)Nodevirtual
setRotation(float rotation)Nodevirtual
setRotation3D(const Vec3 &rotation)Nodevirtual
setRotationQuat(const Quaternion &quat)Nodevirtual
setRotationSkewX(float rotationX)Nodevirtual
setRotationSkewY(float rotationY)Nodevirtual
setRotationX(float rotationX)Nodeinlinevirtual
setRotationY(float rotationY)Nodeinlinevirtual
setScale(float scale)Nodevirtual
setScale(float scaleX, float scaleY)Nodevirtual
setScaleX(float scaleX)Nodevirtual
setScaleY(float scaleY)Nodevirtual
setScaleZ(float scaleZ)Nodevirtual
setScheduler(Scheduler *scheduler)Nodevirtual
setShaderProgram(GLProgram *glprogram)Nodeinline
setSkewX(float skewX)Nodevirtual
setSkewY(float skewY)Nodevirtual
setTag(int tag)Nodevirtual
setTexture(const std::string &texFile)Sprite3D
setTexture(Texture2D *texture)Sprite3D
setUserData(void *userData)Nodevirtual
setUserObject(Ref *userObject)Nodevirtual
setVertexZ(float vertexZ)Nodeinlinevirtual
setVisible(bool visible)Nodevirtual
setZOrder(int localZOrder)Nodeinlinevirtual
sortAllChildren()Nodevirtual
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopAllActions()Node
stopAllActionsByTag(int tag)Node
transform(const Mat4 &parentTransform)Nodeprotected
unschedule(SEL_SCHEDULE selector)Node
unschedule(const std::string &key)Node
unscheduleAllCallbacks()Node
unscheduleAllSelectors()Nodeinline
unscheduleUpdate(void)Node
update(float delta)Nodevirtual
updateCascadeColor()Nodeprotectedvirtual
updateCascadeOpacity()Nodeprotectedvirtual
updateColor()Nodeinlineprotectedvirtual
updateDisplayedColor(const Color3B &parentColor)Nodevirtual
updateDisplayedOpacity(GLubyte parentOpacity)Nodevirtual
updatePhysicsBodyTransform(const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)Nodevirtual
updateRotation3D()Nodeprotected
updateRotationQuat()Nodeprotected
updateTransform()Nodevirtual
updateTransformFromPhysics(const Mat4 &parentTransform, uint32_t parentFlags)Node
visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) overrideSprite3Dvirtual
cocos2d::Node::visit() finalNodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~Node()Nodevirtual
~Ref()Refvirtual
~Sprite3D()Sprite3Dvirtual