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Bone Class Reference

#include <CCBone.h>

Inheritance diagram for Bone:
Node Ref

Public Member Functions

 Bone ()
virtual ~Bone (void)
virtual bool init () override
 Initializes an empty Bone with nothing init. More...
 
virtual bool init (const std::string &name)
 Initializes a Bone with the specified name. More...
 
local init ( local name)
 Initializes a Bone with the specified name. More...
 
void addDisplay (DisplayData *displayData, int index)
 Add display and use displayData to init the display. More...
 
void addDisplay (cocos2d::Node *display, int index)
void removeDisplay (int index)
CC_DEPRECATED_ATTRIBUTE void changeDisplayByIndex (int index, bool force)
local changeDisplayByIndex ( local index, local force)
CC_DEPRECATED_ATTRIBUTE void changeDisplayByName (const std::string &name, bool force)
local changeDisplayByName ( local name, local force)
void changeDisplayWithIndex (int index, bool force)
void changeDisplayWithName (const std::string &name, bool force)
local changeDisplayWithName ( local name, local force)
void addChildBone (Bone *child)
 Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent. More...
 
void setParentBone (Bone *parent)
 Set parent bone. More...
 
BonegetParentBone ()
 Get parent bone. More...
 
void removeFromParent (bool recursion)
 Remove itself from its parent. More...
 
void removeChildBone (Bone *bone, bool recursion)
 Removes a child Bone. More...
 
void update (float delta) override
void updateDisplayedColor (const cocos2d::Color3B &parentColor) override
var updateDisplayedColor ( var parentColor)
local updateDisplayedColor ( local parentColor)
void updateDisplayedOpacity (GLubyte parentOpacity) override
virtual void updateColor () override
 Update color to render display. More...
 
void updateZOrder ()
 Update zorder. More...
 
virtual void setLocalZOrder (int zOrder) override
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
local setLocalZOrder ( local zOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
TweengetTween ()
virtual void setTransformDirty (bool dirty)
local setTransformDirty ( local dirty)
virtual bool isTransformDirty ()
virtual kmMat4 getNodeToArmatureTransform () const
virtual kmMat4 getNodeToWorldTransform () const override
 Returns the world affine transform matrix. More...
 
NodegetDisplayRenderNode ()
DisplayType getDisplayRenderNodeType ()
virtual ColliderDetectorgetColliderDetector () const
local getColliderDetector ()
virtual void setBoneData (BoneData *boneData)
virtual BoneDatagetBoneData () const
var getBoneData ()
local getBoneData ()
virtual void setArmature (Armature *armature)
local setArmature ( local armature)
virtual ArmaturegetArmature () const
var getArmature ()
local getArmature ()
virtual void setChildArmature (Armature *childArmature)
local setChildArmature ( local childArmature)
virtual ArmaturegetChildArmature () const
local getChildArmature ()
virtual DisplayManagergetDisplayManager () const
local getDisplayManager ()
virtual void setIgnoreMovementBoneData (bool ignore)
virtual bool isIgnoreMovementBoneData () const
virtual
CC_DEPRECATED_ATTRIBUTE bool 
getIgnoreMovementBoneData () const
local getIgnoreMovementBoneData ()
virtual void setBlendFunc (const cocos2d::BlendFunc &blendFunc)
virtual cocos2d::BlendFunc getBlendFunc (void)
local getBlendFunc ()
virtual void setBlendDirty (bool dirty)
virtual bool isBlendDirty (void)
local isBlendDirty ()
virtual FrameDatagetTweenData () const
var getTweenData ()
local getTweenData ()
virtual void setName (const std::string &name)
local setName ( local name)
virtual const std::string getName () const
local getName ()
virtual BaseDatagetWorldInfo () const
local getWorldInfo ()
- Public Member Functions inherited from Node
virtual bool isRunning () const
 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 all running actions and schedulers. More...
 
var cleanup ()
 Stops all running actions and schedulers. More...
 
local cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void draw (Renderer *renderer, const kmMat4 &transform, bool transformUpdated)
 Override this method to draw your own node. More...
 
virtual void draw () final
var draw ()
local draw ()
virtual void visit (Renderer *renderer, const kmMat4 &parentTransform, bool parentTransformUpdated)
 Visits this node's children and draw them recursively. More...
 
var visit ( var renderer, var parentTransform, var parentTransformUpdated)
 Visits this node's children and draw them recursively. More...
 
local visit ( local renderer, local parentTransform, local parentTransformUpdated)
 Visits this node's children and draw them recursively. More...
 
virtual void visit () final
var visit ()
local visit ()
virtual ScenegetScene ()
 Returns the Scene that contains the Node. More...
 
var getScene ()
 Returns the Scene that contains the Node. More...
 
local getScene ()
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
var getBoundingBox ()
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
local getBoundingBox ()
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
virtual EventDispatchergetEventDispatcher () const
local getEventDispatcher ()
void setPhysicsBody (PhysicsBody *body)
 set the PhysicsBody that let the sprite effect with physics More...
 
PhysicsBody * getPhysicsBody () const
 get the PhysicsBody the sprite have More...
 
virtual GLubyte getOpacity () const
var getOpacity ()
local getOpacity ()
virtual GLubyte getDisplayedOpacity () const
var getDisplayedOpacity ()
local getDisplayedOpacity ()
virtual void setOpacity (GLubyte opacity)
local setOpacity ( local opacity)
virtual bool isCascadeOpacityEnabled () const
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const Color3BgetColor (void) const
local getColor ()
virtual const Color3BgetDisplayedColor () const
local getDisplayedColor ()
virtual void setColor (const Color3B &color)
var setColor ( var color)
local setColor ( local color)
virtual bool isCascadeColorEnabled () const
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
virtual void setOpacityModifyRGB (bool bValue)
var setOpacityModifyRGB ( var bValue)
local setOpacityModifyRGB ( local bValue)
virtual bool isOpacityModifyRGB () const
virtual
CC_DEPRECATED_ATTRIBUTE void 
setZOrder (int localZOrder)
local setZOrder ( local localZOrder)
virtual void _setLocalZOrder (int 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 CC_DEPRECATED_ATTRIBUTE int getZOrder () const
var getZOrder ()
local getZOrder ()
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...
 
var setScaleX ( var 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...
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
var getScaleY ()
 Returns the scale factor on Y axis of this node. More...
 
local getScaleY ()
 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...
 
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...
 
local getScale ()
 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 Point &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const PointgetPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
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 Point object. More...
 
local getPosition ( local x, local y)
 Gets position in a more efficient way, returns two number instead of a Point object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
virtual void setPositionY (float y)
local setPositionY ( local y)
virtual float getPositionY (void) const
local getPositionY ()
virtual void setPosition3D (const Vertex3F &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
var setPosition3D ( var 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 Vertex3F 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...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setVertexZ (float vertexZ)
local setVertexZ ( local vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
var getPositionZ ()
 Gets position Z coordinate of this node. More...
 
local getPositionZ ()
 Gets position Z coordinate of this node. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getVertexZ () const
local getVertexZ ()
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...
 
local getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Point &anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const PointgetAnchorPoint () const
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const PointgetAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
local getAnchorPointInPoints ()
 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 SizegetContentSize () const
 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...
 
virtual void setRotation3D (const Vertex3F &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vertex3F getRotation3D () const
 returns the rotation (X,Y,Z) in degrees. More...
 
var getRotation3D ()
 returns the rotation (X,Y,Z) in degrees. More...
 
local getRotation3D ()
 returns the rotation (X,Y,Z) in degrees. More...
 
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
CC_DEPRECATED_ATTRIBUTE 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...
 
var getRotationSkewX ()
 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
CC_DEPRECATED_ATTRIBUTE float 
getRotationX () const
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
CC_DEPRECATED_ATTRIBUTE 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...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getRotationY () const
local getRotationY ()
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...
 
CC_DEPRECATED_ATTRIBUTE void setGLServerState (int serverState)
CC_DEPRECATED_ATTRIBUTE int getGLServerState () const
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...
 
var addChild ( var child, var 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 NodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
var getChildByTag ( var tag)
 Gets a child from the container with its tag. More...
 
local getChildByTag ( local tag)
 Gets a child from the container with its tag. 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...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
var setParent ( var 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 ()
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...
 
virtual void removeChildByTag (int tag, 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...
 
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...
 
var 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...
 
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 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...
 
virtual GLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual const GLProgramgetShaderProgram () const
local getShaderProgram ()
virtual void setShaderProgram (GLProgram *shaderProgram)
 Sets the shader program for this node. More...
 
local setShaderProgram ( local shaderProgram)
 Sets the shader program 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...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
ActionrunAction (Action *action)
 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 stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
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...
 
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...
 
CC_DEPRECATED_ATTRIBUTE 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...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int 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 schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
var unscheduleAllSelectors ()
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const kmMat4 & getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ()
 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 void setNodeToParentTransform (const kmMat4 &transform)
 Sets the Transformation matrix manually. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToParentTransform () const
local nodeToParentTransform ()
virtual const kmMat4 & getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
parentToNodeTransform () const
local parentToNodeTransform ()
virtual AffineTransform getNodeToWorldAffineTransform () const
local getNodeToWorldAffineTransform ()
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual kmMat4 getWorldToNodeTransform () const
 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
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
worldToNodeTransform () const
local worldToNodeTransform ()
Point convertToNodeSpace (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpace (const Point &nodePoint) const
 Converts a Point to world space coordinates. More...
 
Point convertToNodeSpaceAR (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
var convertToNodeSpaceAR ( var worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
local convertToNodeSpaceAR ( local worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpaceAR (const Point &nodePoint) const
 Converts a local Point to world space coordinates.The result is in Points. More...
 
Point convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Point More...
 
Point convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
var convertTouchToNodeSpaceAR ( var touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
local convertTouchToNodeSpaceAR ( local touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (kmMat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
var setAdditionalTransform ( var additionalTransform)
 Sets an additional transform matrix to the node. More...
 
local setAdditionalTransform ( local additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
ComponentgetComponent (const std::string &pName)
 gets a component by its name More...
 
var getComponent ( var pName)
 gets a component by its name More...
 
local getComponent ( local pName)
 gets a component by its name More...
 
virtual bool addComponent (Component *pComponent)
 adds a component More...
 
var addComponent ( var pComponent)
 adds a component More...
 
local addComponent ( local pComponent)
 adds a component More...
 
virtual bool removeComponent (const std::string &pName)
 removes a component by its name More...
 
var removeComponent ( var pName)
 removes a component by its name More...
 
local removeComponent ( local pName)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
virtual std::string getDescription () const
 Gets the description string. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Release the ownership immediately. More...
 
local release ()
 Release the ownership immediately. More...
 
Refautorelease ()
 Release the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()

Static Public Member Functions

static Bonecreate ()
 Allocates and initializes a bone. More...
 
static Bonecreate (const std::string &name)
 Allocates and initializes a bone. More...
 
var create ( var name)
 Allocates and initializes a bone. More...
 
local create ( local name)
 Allocates and initializes a bone. More...
 
- Static Public Member Functions inherited from Node
static Nodecreate (void)
 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

void applyParentTransform (Bone *parent)
local applyParentTransform ( local parent)
- Protected Member Functions inherited from Node
 Node ()
 Node ()
 Node ()
virtual ~Node ()
local ~Node ()
void childrenAlloc (void)
 lazy allocs More...
 
var childrenAlloc ()
 lazy allocs More...
 
local childrenAlloc ()
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
var insertChild ( var child, var z)
 helper that reorder a child More...
 
local insertChild ( local child, local z)
 helper that reorder a child More...
 
void detachChild (Node *child, ssize_t index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
var detachChild ( var child, var index, var doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
local detachChild ( local child, local index, local doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
Point convertToWindowSpace (const Point &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
var convertToWindowSpace ( var nodePoint)
 Convert cocos2d coordinates to UI windows coordinate. More...
 
local convertToWindowSpace ( local nodePoint)
 Convert cocos2d coordinates to UI windows coordinate. More...
 
kmMat4 transform (const kmMat4 &parentTransform)
virtual void updateCascadeOpacity ()
var updateCascadeOpacity ()
local updateCascadeOpacity ()
virtual void disableCascadeOpacity ()
var disableCascadeOpacity ()
local disableCascadeOpacity ()
virtual void updateCascadeColor ()
var updateCascadeColor ()
local updateCascadeColor ()
virtual void disableCascadeColor ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 
 Ref ()
 Constructor. More...
 

Protected Attributes

BoneData_boneData
Armature_armature
 A weak reference to the Armature. More...
 
var _armature
 A weak reference to the Armature. More...
 
local _armature
 A weak reference to the Armature. More...
 
Armature_childArmature
 A weak reference to the child Armature. More...
 
var _childArmature
 A weak reference to the child Armature. More...
 
local _childArmature
 A weak reference to the child Armature. More...
 
DisplayManager_displayManager
bool _ignoreMovementBoneData
var _ignoreMovementBoneData
local _ignoreMovementBoneData
cocos2d::BlendFunc _blendFunc
var _blendFunc
local _blendFunc
bool _blendDirty
Tween_tween
FrameData_tweenData
 Calculate tween effect. More...
 
var _tweenData
 Calculate tween effect. More...
 
local _tweenData
 Calculate tween effect. More...
 
std::string _name
Bone_parentBone
var _parentBone
local _parentBone
bool _boneTransformDirty
 A weak reference to its parent. More...
 
var _boneTransformDirty
 A weak reference to its parent. More...
 
local _boneTransformDirty
 A weak reference to its parent. More...
 
kmMat4 _worldTransform
 Whether or not transform dirty. More...
 
var _worldTransform
 Whether or not transform dirty. More...
 
local _worldTransform
 Whether or not transform dirty. More...
 
BaseData_worldInfo
Bone_armatureParentBone
 Armature's parent bone. More...
 
var _armatureParentBone
 Armature's parent bone. More...
 
local _armatureParentBone
 Armature's parent bone. More...
 
float _dataVersion
 Data version. More...
 
- Protected Attributes inherited from Node
float _rotationX
 rotation on the X-axis More...
 
float _rotationY
 rotation on the Y-axis More...
 
var _rotationY
 rotation on the Y-axis More...
 
local _rotationY
 rotation on the Y-axis More...
 
float _rotationZ_X
 rotation angle on Z-axis, component X More...
 
var _rotationZ_X
 rotation angle on Z-axis, component X More...
 
local _rotationZ_X
 rotation angle on Z-axis, component X More...
 
float _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
var _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
local _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
float _scaleX
 scaling factor on x-axis More...
 
var _scaleX
 scaling factor on x-axis More...
 
local _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
var _scaleY
 scaling factor on y-axis More...
 
local _scaleY
 scaling factor on y-axis More...
 
float _scaleZ
 scaling factor on z-axis More...
 
var _scaleZ
 scaling factor on z-axis More...
 
local _scaleZ
 scaling factor on z-axis More...
 
Point _position
 position of the node More...
 
var _position
 position of the node More...
 
local _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
var _positionZ
 OpenGL real Z position. More...
 
local _positionZ
 OpenGL real Z position. More...
 
float _skewX
 skew angle on x-axis More...
 
var _skewX
 skew angle on x-axis More...
 
local _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
var _skewY
 skew angle on y-axis More...
 
local _skewY
 skew angle on y-axis More...
 
Point _anchorPointInPoints
 anchor point in points More...
 
var _anchorPointInPoints
 anchor point in points More...
 
local _anchorPointInPoints
 anchor point in points More...
 
Point _anchorPoint
 anchor point normalized (NOT in points) More...
 
var _anchorPoint
 anchor point normalized (NOT in points) More...
 
local _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
var _contentSize
 untransformed size of the node More...
 
local _contentSize
 untransformed size of the node More...
 
kmMat4 _modelViewTransform
 ModelView transform of the Node. More...
 
var _modelViewTransform
 ModelView transform of the Node. More...
 
local _modelViewTransform
 ModelView transform of the Node. More...
 
kmMat4 _transform
 transform More...
 
var _transform
 transform More...
 
local _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
var _transformDirty
 transform dirty flag More...
 
local _transformDirty
 transform dirty flag More...
 
kmMat4 _inverse
 inverse transform More...
 
var _inverse
 inverse transform More...
 
local _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
var _inverseDirty
 inverse transform dirty flag More...
 
local _inverseDirty
 inverse transform dirty flag More...
 
kmMat4 _additionalTransform
 transform More...
 
var _additionalTransform
 transform More...
 
local _additionalTransform
 transform More...
 
bool _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
var _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
local _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
bool _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
var _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
local _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
float _globalZOrder
 Global order used to sort the node. More...
 
var _globalZOrder
 Global order used to sort the node. More...
 
local _globalZOrder
 Global order used to sort the node. More...
 
Vector< Node * > _children
 array of children nodes More...
 
local _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
var _parent
 weak reference to parent node More...
 
local _parent
 weak reference to parent node More...
 
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
var _tag
 a tag. Can be any number you assigned just to identify this node More...
 
local _tag
 a tag. Can be any number you assigned just to identify this node More...
 
std::string _name
 a string label, an user defined string to identify this node More...
 
var _name
 a string label, an user defined string to identify this node More...
 
local _name
 a string label, an user defined string to identify this node More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
var _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
local _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Ref_userObject
 A user assigned Object. More...
 
var _userObject
 A user assigned Object. More...
 
local _userObject
 A user assigned Object. More...
 
GLProgram_shaderProgram
 OpenGL shader. More...
 
var _shaderProgram
 OpenGL shader. More...
 
local _shaderProgram
 OpenGL shader. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
var _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
local _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
var _scheduler
 scheduler used to schedule timers and updates More...
 
local _scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
var _actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
local _actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
EventDispatcher_eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
var _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
local _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
bool _running
 is running More...
 
bool _visible
 is this node visible More...
 
var _visible
 is this node visible More...
 
local _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
var _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
local _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
var _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
local _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
int _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
var _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
local _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
int _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
var _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
local _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
ccScriptType _scriptType
 type of script binding, lua or javascript More...
 
var _scriptType
 type of script binding, lua or javascript More...
 
local _scriptType
 type of script binding, lua or javascript More...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
var _componentContainer
 Dictionary of components. More...
 
local _componentContainer
 Dictionary of components. More...
 
PhysicsBody * _physicsBody
 the physicsBody the node have More...
 
GLubyte _displayedOpacity
var _displayedOpacity
local _displayedOpacity
GLubyte _realOpacity
var _realOpacity
local _realOpacity
Color3B _displayedColor
var _displayedColor
local _displayedColor
Color3B _realColor
var _realColor
local _realColor
bool _cascadeColorEnabled
var _cascadeColorEnabled
local _cascadeColorEnabled
bool _cascadeOpacityEnabled
var _cascadeOpacityEnabled
local _cascadeOpacityEnabled
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Additional Inherited Members

- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
var INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
local INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
var s_globalOrderOfArrival
local s_globalOrderOfArrival

Constructor & Destructor Documentation

Bone ( )
var ctor ( )
local Bone ( )
virtual ~Bone ( void  )
virtual

Member Function Documentation

void addChildBone ( Bone child)

Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent.

Parameters
childthe child you want to add
var addChildBone ( var  child)

Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent.

Parameters
childthe child you want to add
local addChildBone ( local  child)

Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent.

Parameters
childthe child you want to add
void addDisplay ( DisplayData displayData,
int  index 
)

Add display and use displayData to init the display.

If index already have a display, then replace it. If index is current display index, then also change display to _index

Parameters
displayDatait include the display information, like DisplayType. If you want to create a sprite display, then create a SpriteDisplayData param
indexthe index of the display you want to replace or add to -1 : append display from back
var addDisplay ( var  displayData,
var  index 
)

Add display and use displayData to init the display.

If index already have a display, then replace it. If index is current display index, then also change display to _index

Parameters
displayDatait include the display information, like DisplayType. If you want to create a sprite display, then create a SpriteDisplayData param
indexthe index of the display you want to replace or add to -1 : append display from back
local addDisplay ( local  displayData,
local  index 
)

Add display and use displayData to init the display.

If index already have a display, then replace it. If index is current display index, then also change display to _index

Parameters
displayDatait include the display information, like DisplayType. If you want to create a sprite display, then create a SpriteDisplayData param
indexthe index of the display you want to replace or add to -1 : append display from back
void addDisplay ( cocos2d::Node display,
int  index 
)
var addDisplay ( var  display,
var  index 
)
local addDisplay ( local  display,
local  index 
)
void applyParentTransform ( Bone parent)
protected
var applyParentTransform ( var  parent)
protected
local applyParentTransform ( local  parent)
protected
CC_DEPRECATED_ATTRIBUTE void
changeDisplayByIndex
( int  index,
bool  force 
)
var changeDisplayByIndex ( var  index,
var  force 
)
local changeDisplayByIndex ( local  index,
local  force 
)
CC_DEPRECATED_ATTRIBUTE void
changeDisplayByName
( const std::string &  name,
bool  force 
)
var changeDisplayByName ( var  name,
var  force 
)
local changeDisplayByName ( local  name,
local  force 
)
void changeDisplayWithIndex ( int  index,
bool  force 
)
var changeDisplayWithIndex ( var  index,
var  force 
)
local changeDisplayWithIndex ( local  index,
local  force 
)
void changeDisplayWithName ( const std::string &  name,
bool  force 
)
var changeDisplayWithName ( var  name,
var  force 
)
local changeDisplayWithName ( local  name,
local  force 
)
static Bone* create ( )
static

Allocates and initializes a bone.

Returns
A initialized bone which is marked as "autorelease".
var create ( )
static

Allocates and initializes a bone.

Returns
A initialized bone which is marked as "autorelease".
local create ( )
static

Allocates and initializes a bone.

Returns
A initialized bone which is marked as "autorelease".
static Bone* create ( const std::string &  name)
static

Allocates and initializes a bone.

Parameters
nameIf name is not null, then set name to the bone's name
Returns
A initialized bone which is marked as "autorelease".
var create ( var  name)
static

Allocates and initializes a bone.

Parameters
nameIf name is not null, then set name to the bone's name
Returns
A initialized bone which is marked as "autorelease".
local create ( local  name)
static

Allocates and initializes a bone.

Parameters
nameIf name is not null, then set name to the bone's name
Returns
A initialized bone which is marked as "autorelease".
virtual Armature* getArmature ( ) const
virtual
var getArmature ( )
virtual
local getArmature ( )
virtual
virtual cocos2d::BlendFunc
getBlendFunc
( void  )
inlinevirtual
var getBlendFunc (   )
inlinevirtual
local getBlendFunc (   )
inlinevirtual
virtual BoneData* getBoneData ( ) const
virtual
var getBoneData ( )
virtual
local getBoneData ( )
virtual
virtual Armature* getChildArmature ( ) const
virtual
var getChildArmature ( )
virtual
local getChildArmature ( )
virtual
virtual ColliderDetector*
getColliderDetector
( ) const
virtual
var getColliderDetector ( )
virtual
local getColliderDetector ( )
virtual
virtual DisplayManager*
getDisplayManager
( ) const
inlinevirtual
var getDisplayManager ( )
inlinevirtual
local getDisplayManager ( )
inlinevirtual
Node* getDisplayRenderNode ( )
var getDisplayRenderNode ( )
local getDisplayRenderNode ( )
DisplayType
getDisplayRenderNodeType
( )
var getDisplayRenderNodeType ( )
local getDisplayRenderNodeType ( )
virtual
CC_DEPRECATED_ATTRIBUTE bool
getIgnoreMovementBoneData
( ) const
inlinevirtual
var getIgnoreMovementBoneData ( )
inlinevirtual
local getIgnoreMovementBoneData ( )
inlinevirtual
virtual const std::string getName ( ) const
inlinevirtual
var getName ( )
inlinevirtual
local getName ( )
inlinevirtual
virtual kmMat4
getNodeToArmatureTransform
( ) const
virtual
var getNodeToArmatureTransform ( )
virtual
local getNodeToArmatureTransform ( )
virtual
virtual kmMat4
getNodeToWorldTransform
( ) const
overridevirtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented from Node.

var getNodeToWorldTransform ( )
overridevirtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented from Node.

local getNodeToWorldTransform ( )
overridevirtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented from Node.

Bone* getParentBone ( )

Get parent bone.

Returns
parent bone
var getParentBone ( )

Get parent bone.

Returns
parent bone
local getParentBone ( )

Get parent bone.

Returns
parent bone
Tween* getTween ( )
var getTween ( )
local getTween ( )
virtual FrameData* getTweenData ( ) const
inlinevirtual
var getTweenData ( )
inlinevirtual
local getTweenData ( )
inlinevirtual
virtual BaseData* getWorldInfo ( ) const
inlinevirtual
var getWorldInfo ( )
inlinevirtual
local getWorldInfo ( )
inlinevirtual
virtual bool init ( )
overridevirtual

Initializes an empty Bone with nothing init.

Reimplemented from Node.

var init ( )
overridevirtual

Initializes an empty Bone with nothing init.

Reimplemented from Node.

local init ( )
overridevirtual

Initializes an empty Bone with nothing init.

Reimplemented from Node.

virtual bool init ( const std::string &  name)
virtual

Initializes a Bone with the specified name.

Parameters
nameBone's name.
var init ( var  name)
virtual

Initializes a Bone with the specified name.

Parameters
nameBone's name.
local init ( local  name)
virtual

Initializes a Bone with the specified name.

Parameters
nameBone's name.
virtual bool isBlendDirty ( void  )
inlinevirtual
var isBlendDirty (   )
inlinevirtual
local isBlendDirty (   )
inlinevirtual
virtual bool
isIgnoreMovementBoneData
( ) const
inlinevirtual
var isIgnoreMovementBoneData ( )
inlinevirtual
local isIgnoreMovementBoneData ( )
inlinevirtual
virtual bool isTransformDirty ( )
inlinevirtual
var isTransformDirty ( )
inlinevirtual
local isTransformDirty ( )
inlinevirtual
void removeChildBone ( Bone bone,
bool  recursion 
)

Removes a child Bone.

Parameters
bonethe bone you want to remove
var removeChildBone ( var  bone,
var  recursion 
)

Removes a child Bone.

Parameters
bonethe bone you want to remove
local removeChildBone ( local  bone,
local  recursion 
)

Removes a child Bone.

Parameters
bonethe bone you want to remove
void removeDisplay ( int  index)
var removeDisplay ( var  index)
local removeDisplay ( local  index)
void removeFromParent ( bool  recursion)

Remove itself from its parent.

Parameters
recursionwhether or not to remove childBone's display
var removeFromParent ( var  recursion)

Remove itself from its parent.

Parameters
recursionwhether or not to remove childBone's display
local removeFromParent ( local  recursion)

Remove itself from its parent.

Parameters
recursionwhether or not to remove childBone's display
virtual void setArmature ( Armature armature)
virtual
var setArmature ( var  armature)
virtual
local setArmature ( local  armature)
virtual
virtual void setBlendDirty ( bool  dirty)
inlinevirtual
var setBlendDirty ( var  dirty)
inlinevirtual
local setBlendDirty ( local  dirty)
inlinevirtual
virtual void setBlendFunc ( const cocos2d::BlendFunc blendFunc)
virtual
var setBlendFunc ( var  blendFunc)
virtual
local setBlendFunc ( local  blendFunc)
virtual
virtual void setBoneData ( BoneData boneData)
virtual
var setBoneData ( var  boneData)
virtual
local setBoneData ( local  boneData)
virtual
virtual void setChildArmature ( Armature childArmature)
virtual
var setChildArmature ( var  childArmature)
virtual
local setChildArmature ( local  childArmature)
virtual
virtual void
setIgnoreMovementBoneData
( bool  ignore)
inlinevirtual
var setIgnoreMovementBoneData ( var  ignore)
inlinevirtual
virtual void setLocalZOrder ( int  localZOrder)
overridevirtual

LocalZOrder is the 'key' used to sort the node relative to its siblings.

The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.

Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.

See Also
setGlobalZOrder
setVertexZ

Reimplemented from Node.

var setLocalZOrder ( var  localZOrder)
overridevirtual

LocalZOrder is the 'key' used to sort the node relative to its siblings.

The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.

Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.

See Also
setGlobalZOrder
setVertexZ

Reimplemented from Node.

local setLocalZOrder ( local  localZOrder)
overridevirtual

LocalZOrder is the 'key' used to sort the node relative to its siblings.

The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.

Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.

See Also
setGlobalZOrder
setVertexZ

Reimplemented from Node.

virtual void setName ( const std::string &  name)
inlinevirtual
var setName ( var  name)
inlinevirtual
local setName ( local  name)
inlinevirtual
void setParentBone ( Bone parent)

Set parent bone.

If parent is NUll, then also remove this bone from armature. It will not set the Armature, if you want to add the bone to a Armature, you should use Armature::addBone(Bone bone, const char parentName).

Parameters
parentthe parent bone. nullptr : remove this bone from armature
var setParentBone ( var  parent)

Set parent bone.

If parent is NUll, then also remove this bone from armature. It will not set the Armature, if you want to add the bone to a Armature, you should use Armature::addBone(Bone bone, const char parentName).

Parameters
parentthe parent bone. nullptr : remove this bone from armature
local setParentBone ( local  parent)

Set parent bone.

If parent is NUll, then also remove this bone from armature. It will not set the Armature, if you want to add the bone to a Armature, you should use Armature::addBone(Bone bone, const char parentName).

Parameters
parentthe parent bone. nullptr : remove this bone from armature
virtual void setTransformDirty ( bool  dirty)
inlinevirtual
var setTransformDirty ( var  dirty)
inlinevirtual
local setTransformDirty ( local  dirty)
inlinevirtual
void update ( float  delta)
overridevirtual

Reimplemented from Node.

var update ( var  delta)
overridevirtual

Reimplemented from Node.

local update ( local  delta)
overridevirtual

Reimplemented from Node.

virtual void updateColor ( )
overridevirtual

Update color to render display.

Reimplemented from Node.

var updateColor ( )
overridevirtual

Update color to render display.

Reimplemented from Node.

local updateColor ( )
overridevirtual

Update color to render display.

Reimplemented from Node.

void updateDisplayedColor ( const cocos2d::Color3B parentColor)
overridevirtual

Reimplemented from Node.

var updateDisplayedColor ( var  parentColor)
overridevirtual

Reimplemented from Node.

local updateDisplayedColor ( local  parentColor)
overridevirtual

Reimplemented from Node.

void updateDisplayedOpacity ( GLubyte  parentOpacity)
overridevirtual

Reimplemented from Node.

var updateDisplayedOpacity ( var  parentOpacity)
overridevirtual

Reimplemented from Node.

local updateDisplayedOpacity ( local  parentOpacity)
overridevirtual

Reimplemented from Node.

void updateZOrder ( )

Update zorder.

var updateZOrder ( )

Update zorder.

local updateZOrder ( )

Update zorder.

Member Data Documentation

Armature* _armature
protected

A weak reference to the Armature.

var _armature
protected

A weak reference to the Armature.

local _armature
protected

A weak reference to the Armature.

Bone* _armatureParentBone
protected

Armature's parent bone.

var _armatureParentBone
protected

Armature's parent bone.

local _armatureParentBone
protected

Armature's parent bone.

bool _blendDirty
protected
var _blendDirty
protected
local _blendDirty
protected
cocos2d::BlendFunc _blendFunc
protected
var _blendFunc
protected
local _blendFunc
protected
BoneData* _boneData
protected
bool _boneTransformDirty
protected

A weak reference to its parent.

var _boneTransformDirty
protected

A weak reference to its parent.

local _boneTransformDirty
protected

A weak reference to its parent.

Armature* _childArmature
protected

A weak reference to the child Armature.

var _childArmature
protected

A weak reference to the child Armature.

local _childArmature
protected

A weak reference to the child Armature.

float _dataVersion
protected

Data version.

var _dataVersion
protected

Data version.

local _dataVersion
protected

Data version.

DisplayManager* _displayManager
protected
var _displayManager
protected
local _displayManager
protected
bool _ignoreMovementBoneData
protected
var _ignoreMovementBoneData
protected
local _ignoreMovementBoneData
protected
std::string _name
protected
var _name
protected
local _name
protected
Bone* _parentBone
protected
var _parentBone
protected
local _parentBone
protected
Tween* _tween
protected
var _tween
protected
local _tween
protected
FrameData* _tweenData
protected

Calculate tween effect.

Used for making tween effect in every frame

var _tweenData
protected

Calculate tween effect.

Used for making tween effect in every frame

local _tweenData
protected

Calculate tween effect.

Used for making tween effect in every frame

BaseData* _worldInfo
protected
var _worldInfo
protected
local _worldInfo
protected
kmMat4 _worldTransform
protected

Whether or not transform dirty.

self Transform, use this to change display's state

var _worldTransform
protected

Whether or not transform dirty.

self Transform, use this to change display's state

local _worldTransform
protected

Whether or not transform dirty.

self Transform, use this to change display's state


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