Cocos2d-x  v3.10
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Camera Class Reference

Defines a camera . More...

Inherits Node.

Public Types

enum  Type
 The type of camera.
 

Public Member Functions

Camera::Type getType () const
 Gets the type of camera. More...
 
local getType ()
 Gets the type of camera. More...
 
CameraFlag getCameraFlag () const
 get & set Camera flag
 
var getCameraFlag ()
 get & set Camera flag
 
local getCameraFlag ()
 get & set Camera flag
 
virtual void lookAt (const Vec3 &target, const Vec3 &up=Vec3::UNIT_Y)
 Make Camera looks at target. More...
 
const Mat4getProjectionMatrix () const
 Gets the camera's projection matrix. More...
 
var getProjectionMatrix ()
 Gets the camera's projection matrix. More...
 
local getProjectionMatrix ()
 Gets the camera's projection matrix. More...
 
const Mat4getViewMatrix () const
 Gets the camera's view matrix. More...
 
var getViewMatrix ()
 Gets the camera's view matrix. More...
 
local getViewMatrix ()
 Gets the camera's view matrix. More...
 
const Mat4getViewProjectionMatrix () const
 get view projection matrix
 
var getViewProjectionMatrix ()
 get view projection matrix
 
local getViewProjectionMatrix ()
 get view projection matrix
 
Vec2 project (const Vec3 &src) const
 convert the specified point of viewport from world-space coordinates into the screen-space coordinates. More...
 
var project ( var src)
 convert the specified point of viewport from world-space coordinates into the screen-space coordinates. More...
 
local project ( local src)
 convert the specified point of viewport from world-space coordinates into the screen-space coordinates. More...
 
Vec3 unproject (const Vec3 &src) const
 Convert the specified point of viewport from screen-space coordinate into the world-space coordinate. More...
 
Vec2 projectGL (const Vec3 &src) const
 convert the specified point in 3D world-space coordinates into the GL-screen-space coordinates. More...
 
Vec3 unprojectGL (const Vec3 &src) const
 Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate. More...
 
void unproject (const Size &size, const Vec3 *src, Vec3 *dst) const
 Convert the specified point of viewport from screen-space coordinate into the world-space coordinate. More...
 
void unprojectGL (const Size &size, const Vec3 *src, Vec3 *dst) const
 Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate. More...
 
var unprojectGL ( var size, var src, var dst)
 Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate. More...
 
local unprojectGL ( local size, local src, local dst)
 Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate. More...
 
bool isVisibleInFrustum (const AABB *aabb) const
 Is this aabb visible in frustum.
 
float getDepthInView (const Mat4 &transform) const
 Get object depth towards camera.
 
var getDepthInView ( var transform)
 Get object depth towards camera.
 
local getDepthInView ( local transform)
 Get object depth towards camera.
 
void setDepth (int8_t depth)
 set depth, camera with larger depth is drawn on top of camera with smaller depth, the depth of camera with CameraFlag::DEFAULT is 0, user defined camera is -1 by default
 
var setDepth ( var depth)
 set depth, camera with larger depth is drawn on top of camera with smaller depth, the depth of camera with CameraFlag::DEFAULT is 0, user defined camera is -1 by default
 
local setDepth ( local depth)
 set depth, camera with larger depth is drawn on top of camera with smaller depth, the depth of camera with CameraFlag::DEFAULT is 0, user defined camera is -1 by default
 
int8_t getDepth () const
 get depth, camera with larger depth is drawn on top of camera with smaller depth, the depth of camera with CameraFlag::DEFAULT is 0, user defined camera is -1 by default
 
var getDepth ()
 get depth, camera with larger depth is drawn on top of camera with smaller depth, the depth of camera with CameraFlag::DEFAULT is 0, user defined camera is -1 by default
 
local getDepth ()
 get depth, camera with larger depth is drawn on top of camera with smaller depth, the depth of camera with CameraFlag::DEFAULT is 0, user defined camera is -1 by default
 
int getRenderOrder () const
 get rendered order
 
var getRenderOrder ()
 get rendered order
 
local getRenderOrder ()
 get rendered order
 
float getFarPlane () const
 Get the frustum's far plane.
 
float getNearPlane () const
 Get the frustum's near plane.
 
var getNearPlane ()
 Get the frustum's near plane.
 
local getNearPlane ()
 Get the frustum's near plane.
 
virtual void onEnter () override
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
var onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
local onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onExit () override
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
var onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
local onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
void clearBackground ()
 Before rendering scene with this camera, the background need to be cleared. More...
 
void apply ()
 Apply the FBO, RenderTargets and viewport.
 
var apply ()
 Apply the FBO, RenderTargets and viewport.
 
local apply ()
 Apply the FBO, RenderTargets and viewport.
 
void setFrameBufferObject (experimental::FrameBuffer *fbo)
 Set FBO, which will attach several render target for the rendered result. More...
 
var setFrameBufferObject ( var fbo)
 Set FBO, which will attach several render target for the rendered result. More...
 
local setFrameBufferObject ( local fbo)
 Set FBO, which will attach several render target for the rendered result. More...
 
void setViewport (const experimental::Viewport &vp)
 Set Viewport for camera. More...
 
bool isViewProjectionUpdated () const
 Whether or not the viewprojection matrix was updated since the last frame. More...
 
void setBackgroundBrush (CameraBackgroundBrush *clearBrush)
 set the background brush. More...
 
var setBackgroundBrush ( var clearBrush)
 set the background brush. More...
 
local setBackgroundBrush ( local clearBrush)
 set the background brush. More...
 
CameraBackgroundBrushgetBackgroundBrush () const
 Get clear brush.
 
local getBackgroundBrush ()
 Get clear brush.
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override
 override visit routine which inherites from Node
 
var visit ( var renderer, var parentTransform, var parentFlags)
 override visit routine which inherites from Node
 
local visit ( local renderer, local parentTransform, local parentFlags)
 override visit routine which inherites from Node
 
bool isBrushValid ()
 Check if the background clear brush valid If the background brush is valid. More...
 
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
var isRunning ()
 Returns whether or not the node is "running". More...
 
local isRunning ()
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
local scheduleUpdateWithPriorityLua ( local handler, local priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops and removes all running actions and schedulers.
 
var cleanup ()
 Stops and removes all running actions and schedulers.
 
local cleanup ()
 Stops and removes all running actions and schedulers.
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags)
 Override this method to draw your own node. More...
 
local draw ( local renderer, local transform, local flags)
 Override this method to draw your own node. More...
 
virtual ScenegetScene () const
 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...
 
virtual Rect boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for node. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher. More...
 
local getEventDispatcher ()
 Get the event dispatcher. More...
 
void setPhysicsBody (PhysicsBody *body)
 Set the PhysicsBody that let the sprite effect with physics. More...
 
PhysicsBodygetPhysicsBody () const
 Get the PhysicsBody the sprite have. More...
 
void removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
var removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
local removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
void updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags)
 Update the transform matrix from physics.
 
var updateTransformFromPhysics ( var parentTransform, var parentFlags)
 Update the transform matrix from physics.
 
local updateTransformFromPhysics ( local parentTransform, local parentFlags)
 Update the transform matrix from physics.
 
virtual void updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)
 Update physics body transform matrix.
 
var updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY)
 Update physics body transform matrix.
 
local updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY)
 Update physics body transform matrix.
 
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
 
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual void setZOrder (int localZOrder)
virtual void _setLocalZOrder (int z)
local _setLocalZOrder ( local z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
var getLocalZOrder ()
 Gets the local Z order of this node. More...
 
local getLocalZOrder ()
 Gets the local Z order of this node. More...
 
virtual int getZOrder () const
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
local setGlobalZOrder ( local globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual void setScaleX (float scaleX)
 Sets the scale (x) of the node. More...
 
local setScaleX ( local scaleX)
 Sets the scale (x) of the node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node The scale factor on X axis.
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
local setScaleY ( local scaleY)
 Sets the scale (y) of the node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node The scale factor on Y axis.
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
local setScaleZ ( local scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node The scale factor on Z axis.
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node. More...
 
local setScale ( local scale)
 Sets the scale (x,y,z) of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
local setScale ( local scaleX, local scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
var setNormalizedPosition ( var position)
 Sets the position (x,y) using values between 0 and 1. More...
 
local setNormalizedPosition ( local position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 Returns the normalized position. More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
var setPosition ( var x, var y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
local setPosition ( local x, local y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x)
 Sets the x coordinate of the node in its parent's coordinate system. More...
 
virtual float getPositionX (void) const
 Gets the x coordinate of the node in its parent's coordinate system. More...
 
virtual void setPositionY (float y)
 Sets the y coordinate of the node in its parent's coordinate system. More...
 
virtual float getPositionY (void) const
 Gets the y coordinate of the node in its parent's coordinate system. More...
 
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vec3 getPosition3D () const
 Returns the position (X,Y,Z) in its parent's coordinate system. More...
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
local setPositionZ ( local positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual void setVertexZ (float vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
var getVertexZ ()
 Gets position Z coordinate of this node. More...
 
local getPositionZ ()
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local skewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
var getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
local getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local skewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
var getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
local getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Vec2 &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
var setContentSize ( var contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
var getContentSize ()
 Returns the untransformed size of the node. More...
 
local getContentSize ()
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
var getRotation ()
 Returns the rotation of the node in degrees. More...
 
local getRotation ()
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
local setRotation3D ( local rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 getRotation3D () const
 Returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationQuat (const Quaternion &quat)
 Set rotation by quaternion. More...
 
local setRotationQuat ( local quat)
 Set rotation by quaternion. More...
 
virtual Quaternion getRotationQuat () const
 Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, The rotation in quaternion.
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationSkewX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual void setRotationX (float rotationX)
var setRotationX ( var rotationX)
local setRotationX ( local rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
local getRotationSkewX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual float getRotationX () const
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationSkewY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setRotationY (float rotationY)
local setRotationY ( local rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local getRotationSkewY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
void setGLServerState (int serverState)
var setGLServerState ( var serverState)
int getGLServerState () const
var getGLServerState ()
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
var addChild ( var child)
 Adds a child to the container with z-order as 0. More...
 
local addChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
local addChild ( local child, local localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual void addChild (Node *child, int localZOrder, const std::string &name)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local name)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
template<typename T >
getChildByTag (int tag) const
 Gets a child from the container with its tag that can be cast to Type T. More...
 
template<typename T >
var getChildByTag ( var tag)
 Gets a child from the container with its tag that can be cast to Type T. More...
 
template<typename T >
local getChildByTag ( local tag)
 Gets a child from the container with its tag that can be cast to Type T. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
template<typename T >
getChildByName (const std::string &name) const
 Gets a child from the container with its name that can be cast to Type T. More...
 
virtual void enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
local getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
local getChildren ()
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
var getChildrenCount ()
 Returns the amount of children. More...
 
local getChildrenCount ()
 Returns the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
var getParent ()
local getParent ()
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
var removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
local removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeChildByTag ( var tag, var true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeChildByName (const std::string &name, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeChildByName ( var name, var true)
 Removes a child from the container by tag value. More...
 
local removeChildByName ( local name, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup.
 
var removeAllChildren ()
 Removes all children from the container with a cleanup.
 
local removeAllChildren ()
 Removes all children from the container with a cleanup.
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local removeAllChildren ( local cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
local sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
var getTag ()
 Returns a tag that is used to identify the node easily. More...
 
local getTag ()
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual const std::string & getName () const
 Returns a string that is used to identify the node. More...
 
local getName ()
 Returns a string that is used to identify the node. More...
 
virtual void setName (const std::string &name)
 Changes the name that is used to identify the node easily. More...
 
var setName ( var name)
 Changes the name that is used to identify the node easily. More...
 
local setName ( local name)
 Changes the name that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
var getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
local getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
var getShaderProgram ()
local getShaderProgram ()
virtual void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
local setGLProgram ( local glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
var setShaderProgram ( var glprogram)
local setShaderProgram ( local glprogram)
GLProgramStategetGLProgramState () const
 Return the GLProgramState currently used for this node. More...
 
var getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
local getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
virtual void setGLProgramState (GLProgramState *glProgramState)
 Set the GLProgramState for this node. More...
 
local setGLProgramState ( local glProgramState)
 Set the GLProgramState for this node. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
var setActionManager ( var actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
local setActionManager ( local actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
local getActionManager ()
virtual 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 .
 
var stopAllActions ()
 Stops and removes all actions from the running action list .
 
local stopAllActions ()
 Stops and removes all actions from the running action list .
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
var stopAction ( var action)
 Stops and removes an action from the running action list. More...
 
local stopAction ( local action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
var stopActionByTag ( var tag)
 Removes an action from the running action list by its tag. More...
 
local stopActionByTag ( local tag)
 Removes an action from the running action list by its tag. More...
 
void stopAllActionsByTag (int tag)
 Removes all actions from the running action list by its tag. More...
 
var stopAllActionsByTag ( var tag)
 Removes all actions from the running action list by its tag. More...
 
local stopAllActionsByTag ( local tag)
 Removes all actions from the running action list by its tag. More...
 
void stopActionsByFlags (unsigned int flags)
 Removes all actions from the running action list by its flags. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
ssize_t numberOfRunningActions () const
local numberOfRunningActions ()
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
bool isScheduled (const std::string &key)
 Checks whether a lambda function is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger The SEL_SCHEDULE selector to be scheduled. More...
 
void scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key)
 Schedules a lambda function that runs only once, with a delay of 0 or larger The lambda function to be scheduled. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void schedule (const std::function< void(float)> &callback, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)
 Schedules a lambda function. More...
 
var schedule ( var callback, var interval, var repeat, var delay, var key)
 Schedules a lambda function. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
var unschedule ( var selector)
 Unschedules a custom selector. More...
 
void unschedule (const std::string &key)
 Unschedules a lambda function. More...
 
var unschedule ( var key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
var unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
void unscheduleAllSelectors ()
var unscheduleAllSelectors ()
local unscheduleAllSelectors ()
virtual void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
void resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void update (float delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
var update ( var delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
local update ( local delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
local getNodeToParentAffineTransform ()
virtual Mat4 getNodeToParentTransform (Node *ancestor) const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ( local ancestor)
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform (Node *ancestor) const
 Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentAffineTransform ( local ancestor)
 Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually. More...
 
var setNodeToParentTransform ( var transform)
 Sets the transformation matrix manually. More...
 
local setNodeToParentTransform ( local transform)
 Sets the transformation matrix manually. More...
 
virtual AffineTransform nodeToParentTransform () const
local nodeToParentTransform ()
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
var getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual AffineTransform parentToNodeTransform () const
local parentToNodeTransform ()
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
var getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
local getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
local getNodeToWorldAffineTransform ()
virtual AffineTransform nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
var getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
local getWorldToNodeAffineTransform ()
virtual AffineTransform worldToNodeTransform () const
local worldToNodeTransform ()
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 Convenience methods which take a Touch instead of Vec2. More...
 
var convertTouchToNodeSpace ( var touch)
 Convenience methods which take a Touch instead of Vec2. More...
 
local convertTouchToNodeSpace ( local touch)
 Convenience methods which take a Touch instead of Vec2. More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 Converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
Component * getComponent (const std::string &name)
 Gets a component by its name. More...
 
var getComponent ( var name)
 Gets a component by its name. More...
 
local getComponent ( local name)
 Gets a component by its name. More...
 
virtual bool addComponent (Component *component)
 Adds a component. More...
 
virtual bool removeComponent (const std::string &name)
 Removes a component by its name. More...
 
local removeComponent ( local name)
 Removes a component by its name. More...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
local removeComponent ( local component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components.
 
virtual std::string getDescription () const
 Gets the description string. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
local retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
local getReferenceCount ()
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor.
 

Static Public Member Functions

static CameracreatePerspective (float fieldOfView, float aspectRatio, float nearPlane, float farPlane)
 Creates a perspective camera. More...
 
static CameracreateOrthographic (float zoomX, float zoomY, float nearPlane, float farPlane)
 Creates an orthographic camera. More...
 
var createOrthographic ( var zoomX, var zoomY, var nearPlane, var farPlane)
 Creates an orthographic camera. More...
 
local createOrthographic ( local zoomX, local zoomY, local nearPlane, local farPlane)
 Creates an orthographic camera. More...
 
static Cameracreate ()
 create default camera, the camera type depends on Director::getProjection, the depth of the default camera is 0
 
static const CameragetVisitingCamera ()
 Get the visiting camera , the visiting camera shall be set on Scene::render.
 
static CameragetDefaultCamera ()
 Get the default camera of the current running scene.
 
var getDefaultCamera ()
 Get the default camera of the current running scene.
 
local getDefaultCamera ()
 Get the default camera of the current running scene.
 
- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 
var create ()
 Allocates and initializes a node. More...
 
local create ()
 Allocates and initializes a node. More...
 

Protected Member Functions

void setScene (Scene *scene)
 Set the scene,this method should not be invoke manually.
 
var setScene ( var scene)
 Set the scene,this method should not be invoke manually.
 
local setScene ( local scene)
 Set the scene,this method should not be invoke manually.
 
void setAdditionalProjection (const Mat4 &mat)
 set additional matrix for the projection matrix, it multiplys mat to projection matrix when called, used by WP8
 
var setAdditionalProjection ( var mat)
 set additional matrix for the projection matrix, it multiplys mat to projection matrix when called, used by WP8
 
local setAdditionalProjection ( local mat)
 set additional matrix for the projection matrix, it multiplys mat to projection matrix when called, used by WP8
 
bool initDefault ()
 init camera
 

Additional Inherited Members

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

Detailed Description

Defines a camera .

Member Function Documentation

static Camera* createPerspective ( float  fieldOfView,
float  aspectRatio,
float  nearPlane,
float  farPlane 
)
static

Creates a perspective camera.

The field of view for the perspective camera (normally in the range of 40-60 degrees). The aspect ratio of the camera (normally the width of the viewport divided by the height of the viewport). The near plane distance. The far plane distance.

var createPerspective ( var  fieldOfView,
var  aspectRatio,
var  nearPlane,
var  farPlane 
)
static

Creates a perspective camera.

The field of view for the perspective camera (normally in the range of 40-60 degrees). The aspect ratio of the camera (normally the width of the viewport divided by the height of the viewport). The near plane distance. The far plane distance.

local createPerspective ( local  fieldOfView,
local  aspectRatio,
local  nearPlane,
local  farPlane 
)
static

Creates a perspective camera.

The field of view for the perspective camera (normally in the range of 40-60 degrees). The aspect ratio of the camera (normally the width of the viewport divided by the height of the viewport). The near plane distance. The far plane distance.

static Camera* createOrthographic ( float  zoomX,
float  zoomY,
float  nearPlane,
float  farPlane 
)
static

Creates an orthographic camera.

The zoom factor along the X-axis of the orthographic projection (the width of the ortho projection). The zoom factor along the Y-axis of the orthographic projection (the height of the ortho projection). The near plane distance. The far plane distance.

var createOrthographic ( var  zoomX,
var  zoomY,
var  nearPlane,
var  farPlane 
)
static

Creates an orthographic camera.

The zoom factor along the X-axis of the orthographic projection (the width of the ortho projection). The zoom factor along the Y-axis of the orthographic projection (the height of the ortho projection). The near plane distance. The far plane distance.

local createOrthographic ( local  zoomX,
local  zoomY,
local  nearPlane,
local  farPlane 
)
static

Creates an orthographic camera.

The zoom factor along the X-axis of the orthographic projection (the width of the ortho projection). The zoom factor along the Y-axis of the orthographic projection (the height of the ortho projection). The near plane distance. The far plane distance.

Camera::Type getType ( ) const
inline

Gets the type of camera.

The camera type.

var getType ( )
inline

Gets the type of camera.

The camera type.

local getType ( )
inline

Gets the type of camera.

The camera type.

virtual void lookAt ( const Vec3 target,
const Vec3 up = Vec3::UNIT_Y 
)
virtual

Make Camera looks at target.

The target camera is point at The up vector, usually it's Y axis

var lookAt ( var  target,
var  up = Vec3::UNIT_Y 
)
virtual

Make Camera looks at target.

The target camera is point at The up vector, usually it's Y axis

local lookAt ( local  target,
local  up = Vec3::UNIT_Y 
)
virtual

Make Camera looks at target.

The target camera is point at The up vector, usually it's Y axis

const Mat4& getProjectionMatrix ( ) const

Gets the camera's projection matrix.

The camera projection matrix.

var getProjectionMatrix ( )

Gets the camera's projection matrix.

The camera projection matrix.

local getProjectionMatrix ( )

Gets the camera's projection matrix.

The camera projection matrix.

const Mat4& getViewMatrix ( ) const

Gets the camera's view matrix.

The camera view matrix.

var getViewMatrix ( )

Gets the camera's view matrix.

The camera view matrix.

local getViewMatrix ( )

Gets the camera's view matrix.

The camera view matrix.

Vec2 project ( const Vec3 src) const

convert the specified point of viewport from world-space coordinates into the screen-space coordinates.

Origin point at left top corner in screen-space. The world-space position. The screen-space position.

var project ( var  src)

convert the specified point of viewport from world-space coordinates into the screen-space coordinates.

Origin point at left top corner in screen-space. The world-space position. The screen-space position.

local project ( local  src)

convert the specified point of viewport from world-space coordinates into the screen-space coordinates.

Origin point at left top corner in screen-space. The world-space position. The screen-space position.

Vec3 unproject ( const Vec3 src) const

Convert the specified point of viewport from screen-space coordinate into the world-space coordinate.

Origin point at left top corner in screen-space. The screen-space position. The world-space position.

var unproject ( var  src)

Convert the specified point of viewport from screen-space coordinate into the world-space coordinate.

Origin point at left top corner in screen-space. The screen-space position. The world-space position.

local unproject ( local  src)

Convert the specified point of viewport from screen-space coordinate into the world-space coordinate.

Origin point at left top corner in screen-space. The screen-space position. The world-space position.

Vec2 projectGL ( const Vec3 src) const

convert the specified point in 3D world-space coordinates into the GL-screen-space coordinates.

Origin point at left bottom corner in GL-screen-space. The 3D world-space position. The GL-screen-space position.

var projectGL ( var  src)

convert the specified point in 3D world-space coordinates into the GL-screen-space coordinates.

Origin point at left bottom corner in GL-screen-space. The 3D world-space position. The GL-screen-space position.

local projectGL ( local  src)

convert the specified point in 3D world-space coordinates into the GL-screen-space coordinates.

Origin point at left bottom corner in GL-screen-space. The 3D world-space position. The GL-screen-space position.

Vec3 unprojectGL ( const Vec3 src) const

Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.

Origin point at left bottom corner in GL-screen-space. The GL-screen-space position. The 3D world-space position.

var unprojectGL ( var  src)

Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.

Origin point at left bottom corner in GL-screen-space. The GL-screen-space position. The 3D world-space position.

local unprojectGL ( local  src)

Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.

Origin point at left bottom corner in GL-screen-space. The GL-screen-space position. The 3D world-space position.

void unproject ( const Size size,
const Vec3 src,
Vec3 dst 
) const

Convert the specified point of viewport from screen-space coordinate into the world-space coordinate.

Origin point at left bottom corner in GL-screen-space. The viewport size to use. The screen-space position. The world-space position.

var unproject ( var  size,
var  src,
var  dst 
)

Convert the specified point of viewport from screen-space coordinate into the world-space coordinate.

Origin point at left bottom corner in GL-screen-space. The viewport size to use. The screen-space position. The world-space position.

local unproject ( local  size,
local  src,
local  dst 
)

Convert the specified point of viewport from screen-space coordinate into the world-space coordinate.

Origin point at left bottom corner in GL-screen-space. The viewport size to use. The screen-space position. The world-space position.

void unprojectGL ( const Size size,
const Vec3 src,
Vec3 dst 
) const

Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.

Origin point at left bottom corner in GL-screen-space. The window size to use. The GL-screen-space position. The 3D world-space position.

var unprojectGL ( var  size,
var  src,
var  dst 
)

Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.

Origin point at left bottom corner in GL-screen-space. The window size to use. The GL-screen-space position. The 3D world-space position.

local unprojectGL ( local  size,
local  src,
local  dst 
)

Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.

Origin point at left bottom corner in GL-screen-space. The window size to use. The GL-screen-space position. The 3D world-space position.

virtual void onEnter ( )
overridevirtual

Event callback that is invoked every time when Node enters the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().

Reimplemented from Node.

var onEnter ( )
overridevirtual

Event callback that is invoked every time when Node enters the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().

Reimplemented from Node.

local onEnter ( )
overridevirtual

Event callback that is invoked every time when Node enters the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().

Reimplemented from Node.

virtual void onExit ( )
overridevirtual

Event callback that is invoked every time the Node leaves the 'stage'.

If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().

Reimplemented from Node.

var onExit ( )
overridevirtual

Event callback that is invoked every time the Node leaves the 'stage'.

If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().

Reimplemented from Node.

local onExit ( )
overridevirtual

Event callback that is invoked every time the Node leaves the 'stage'.

If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().

Reimplemented from Node.

void clearBackground ( )

Before rendering scene with this camera, the background need to be cleared.

It clears the depth buffer with max depth by default. Use setBackgroundBrush to modify the default behavior

var clearBackground ( )

Before rendering scene with this camera, the background need to be cleared.

It clears the depth buffer with max depth by default. Use setBackgroundBrush to modify the default behavior

local clearBackground ( )

Before rendering scene with this camera, the background need to be cleared.

It clears the depth buffer with max depth by default. Use setBackgroundBrush to modify the default behavior

void setFrameBufferObject ( experimental::FrameBuffer *  fbo)

Set FBO, which will attach several render target for the rendered result.

FBO.

var setFrameBufferObject ( var  fbo)

Set FBO, which will attach several render target for the rendered result.

FBO.

local setFrameBufferObject ( local  fbo)

Set FBO, which will attach several render target for the rendered result.

FBO.

void setViewport ( const experimental::Viewport vp)
inline

Set Viewport for camera.

Viewport

var setViewport ( var  vp)
inline

Set Viewport for camera.

Viewport

local setViewport ( local  vp)
inline

Set Viewport for camera.

Viewport

bool isViewProjectionUpdated ( ) const
inline

Whether or not the viewprojection matrix was updated since the last frame.

True if the viewprojection matrix was updated since the last frame.

var isViewProjectionUpdated ( )
inline

Whether or not the viewprojection matrix was updated since the last frame.

True if the viewprojection matrix was updated since the last frame.

local isViewProjectionUpdated ( )
inline

Whether or not the viewprojection matrix was updated since the last frame.

True if the viewprojection matrix was updated since the last frame.

void setBackgroundBrush ( CameraBackgroundBrush clearBrush)

set the background brush.

See CameraBackgroundBrush for more information. Brush used to clear the background

var setBackgroundBrush ( var  clearBrush)

set the background brush.

See CameraBackgroundBrush for more information. Brush used to clear the background

local setBackgroundBrush ( local  clearBrush)

set the background brush.

See CameraBackgroundBrush for more information. Brush used to clear the background

bool isBrushValid ( )

Check if the background clear brush valid If the background brush is valid.

背景画刷是否有效。

var isBrushValid ( )

Check if the background clear brush valid If the background brush is valid.

背景画刷是否有效。

local isBrushValid ( )

Check if the background clear brush valid If the background brush is valid.

背景画刷是否有效。


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