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 Mat4 & | getProjectionMatrix () 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 Mat4 & | getViewMatrix () 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 Mat4 & | getViewProjectionMatrix () 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... | |
CameraBackgroundBrush * | getBackgroundBrush () 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 Scene * | getScene () 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 EventDispatcher * | getEventDispatcher () 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... | |
PhysicsBody * | getPhysicsBody () 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 Vec2 & | getPosition () const |
Gets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual const Vec2 & | getNormalizedPosition () 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 Vec2 & | getAnchorPoint () const |
Returns the anchor point in percent. More... | |
virtual const Vec2 & | getAnchorPointInPoints () const |
Returns the anchorPoint in absolute pixels. More... | |
virtual void | setContentSize (const Size &contentSize) |
Sets the untransformed size of the node. More... | |
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 Size & | getContentSize () 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 Node * | getChildByTag (int tag) const |
Gets a child from the container with its tag. More... | |
template<typename T > | |
T | getChildByTag (int tag) const |
Gets a child from the container with its tag that can be cast to Type T. More... | |
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 Node * | getChildByName (const std::string &name) const |
Gets a child from the container with its name. More... | |
template<typename T > | |
T | getChildByName (const std::string &name) const |
Gets a child from the container with its name that can be cast to Type T. More... | |
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 Node * | getParent () |
Returns a pointer to the parent node. More... | |
virtual const Node * | getParent () 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 Ref * | getUserObject () |
Returns a user assigned Object. More... | |
virtual const Ref * | getUserObject () const |
virtual void | setUserObject (Ref *userObject) |
Returns a user assigned Object. More... | |
local | setUserObject ( local userObject) |
Returns a user assigned Object. More... | |
GLProgram * | getGLProgram () const |
Return the GLProgram (shader) currently used for this node. More... | |
var | getGLProgram () |
Return the GLProgram (shader) currently used for this node. More... | |
local | getGLProgram () |
Return the GLProgram (shader) currently used for this node. More... | |
GLProgram * | getShaderProgram () const |
var | getShaderProgram () |
local | getShaderProgram () |
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) |
GLProgramState * | getGLProgramState () const |
Return the GLProgramState currently used for this node. More... | |
var | getGLProgramState () |
Return the GLProgramState currently used for this node. More... | |
local | getGLProgramState () |
Return the GLProgramState currently used for this node. More... | |
virtual void | 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 ActionManager * | getActionManager () |
Gets the ActionManager object that is used by all actions. More... | |
local | getActionManager () |
Gets the ActionManager object that is used by all actions. More... | |
virtual const ActionManager * | getActionManager () const |
local | getActionManager () |
virtual Action * | runAction (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... | |
Action * | getActionByTag (int tag) |
Gets an action from the running action list by its tag. More... | |
ssize_t | getNumberOfRunningActions () const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More... | |
ssize_t | numberOfRunningActions () const |
local | numberOfRunningActions () |
virtual void | setScheduler (Scheduler *scheduler) |
Sets a Scheduler object that is used to schedule all "updates" and timers. More... | |
virtual Scheduler * | getScheduler () |
Gets a Sheduler object. More... | |
virtual const Scheduler * | getScheduler () 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 Mat4 & | getNodeToParentTransform () const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual AffineTransform | getNodeToParentAffineTransform () const |
local | getNodeToParentAffineTransform () |
virtual Mat4 | getNodeToParentTransform (Node *ancestor) const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
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 Mat4 & | getParentToNodeTransform () const |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
var | getParentToNodeTransform () |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
local | getParentToNodeTransform () |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
virtual AffineTransform | getParentToNodeAffineTransform () const |
local | getParentToNodeAffineTransform () |
virtual AffineTransform | parentToNodeTransform () const |
local | parentToNodeTransform () |
virtual Mat4 | getNodeToWorldTransform () const |
Returns the world affine transform matrix. More... | |
var | getNodeToWorldTransform () |
Returns the world affine transform matrix. More... | |
local | getNodeToWorldTransform () |
Returns the world affine transform matrix. More... | |
virtual AffineTransform | getNodeToWorldAffineTransform () const |
local | getNodeToWorldAffineTransform () |
virtual AffineTransform | nodeToWorldTransform () const |
local | nodeToWorldTransform () |
virtual Mat4 | getWorldToNodeTransform () const |
Returns the inverse world affine transform matrix. More... | |
var | getWorldToNodeTransform () |
Returns the inverse world affine transform matrix. More... | |
local | getWorldToNodeTransform () |
Returns the inverse world affine transform matrix. More... | |
virtual AffineTransform | getWorldToNodeAffineTransform () const |
local | getWorldToNodeAffineTransform () |
virtual AffineTransform | worldToNodeTransform () const |
local | worldToNodeTransform () |
Vec2 | convertToNodeSpace (const Vec2 &worldPoint) const |
Converts a Vec2 to node (local) space coordinates. More... | |
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... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
local | getReferenceCount () |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Destructor. | |
Static Public Member Functions | |
static Camera * | createPerspective (float fieldOfView, float aspectRatio, float nearPlane, float farPlane) |
Creates a perspective camera. More... | |
static Camera * | createOrthographic (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 Camera * | create () |
create default camera, the camera type depends on Director::getProjection, the depth of the default camera is 0 | |
static const Camera * | getVisitingCamera () |
Get the visiting camera , the visiting camera shall be set on Scene::render. | |
static Camera * | getDefaultCamera () |
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 Node * | create () |
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. | |
Defines a camera .
|
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 |
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 |
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 |
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.
|
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.
|
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.
|
inline |
Gets the type of camera.
The camera type.
|
inline |
Gets the type of camera.
The camera type.
|
inline |
Gets the type of camera.
The camera type.
|
virtual |
Make Camera looks at target.
The target camera is point at The up vector, usually it's Y axis
|
virtual |
Make Camera looks at target.
The target camera is point at The up vector, usually it's Y axis
|
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.
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.
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.
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.
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.
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.
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
inline |
Set Viewport for camera.
Viewport
|
inline |
Set Viewport for camera.
Viewport
|
inline |
Set Viewport for camera.
Viewport
|
inline |
Whether or not the viewprojection matrix was updated since the last frame.
True if the viewprojection matrix was updated since the last frame.
|
inline |
Whether or not the viewprojection matrix was updated since the last frame.
True if the viewprojection matrix was updated since the last frame.
|
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。