Cocos2d-x  v3.10
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3D Nodes

Classes

class  AABB
 Axis Aligned Bounding Box (AABB), usually used to detect the collision at early step. More...
 
class  Animate3D
 Animate3D, Animates a Sprite3D given with an Animation3D. More...
 
class  Animation3D
 Static animation data, shared. More...
 
class  Animation3D::Curve
 Animation curve, including translation, rotation, and scale. More...
 
class  Animation3DCache
 Animation3DCache, used to caching Animation3D objects. More...
 
class  AnimationCurve< componentSize >
 Curve of bone's position, rotation or scale. More...
 
class  AttachNode
 Attach a node to a bone usage: auto sprite = Sprite3D::create("girl.c3b"); auto weapon = Sprite3D::create("weapon.c3b"); auto attachNode = sprite->getAttachNode("left hand"); attachNode->addChild(weapon);. More...
 
class  BillBoard
 Inherit from Sprite, achieve BillBoard. More...
 
class  Bundle3D
 Defines a bundle file that contains a collection of assets. More...
 
class  BundleReader
 BundleReader is an interface for reading sequence of bytes. More...
 
class  Frustum
 The frustum is a six-side geometry, usually use the frustum to do fast-culling: check a entity whether is a potential visible entity. More...
 
class  Mesh
 Mesh: contains ref to index buffer, GLProgramState, texture, skin, blend function, aabb and so on. More...
 
class  MeshSkin
 MeshSkin, A class maintain a collection of bones that affect Mesh vertex. More...
 
class  MeshIndexData
 The MeshIndexData class. More...
 
class  MeshVertexData
 The MeshVertexData class. More...
 
class  MotionStreak3D
 Creates a trailing path. More...
 
class  OBB
 Oritened Bounding Box(OBB) More...
 
struct  material_t
 Model's material struct. More...
 
struct  mesh_t
 Model's mesh struct. More...
 
struct  shape_t
 Model's shape struct. More...
 
class  MaterialReader
 Material reader. More...
 
class  Plane
 Defines plane. More...
 
class  Ray
 Ray is a line with a start point. More...
 
class  Bone3D
 Defines a basic hierachial structure of transformation spaces. More...
 
class  Skeleton3D
 Skeleton, a set contain all bones. More...
 
class  Skybox
 Sky box technology usually used to simulate infinity sky, mountains and other phenomena. More...
 
class  Sprite3D
 a sprite3D can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite More...
 
class  Sprite3DCache
 the cache data of Sprite3D, use to speed up Sprite3D::create More...
 
class  Sprite3DMaterial
 Sprite3DMaterial: Material for Sprite3D. More...
 
class  Sprite3DMaterialCache
 the sprite3D material is only texture for now More...
 
class  Terrain
 Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images. More...
 
struct  Terrain::DetailMap
 This struct maintain a detail map data ,including source file ,detail size. More...
 
struct  Terrain::Triangle
 Triangle. More...
 
struct  Terrain::TerrainData
 This TerrainData struct warp all parameter that Terrain need to create. More...
 
class  TextureCube
 TextureCube is a collection of six separate square textures that are put onto the faces of an imaginary cube. More...
 
class  Particle3DAffector
 Particle3DAffector is a base class, define interfaces. More...
 
class  Particle3DEmitter
 Particle3DEmitter is a base class, define interfaces. More...
 
class  Particle3DRender
 Particle3DRender is a base class, define interfaces. More...
 
class  Particle3DQuadRender
 Particle3DQuadRender inherit from Particle3DRender, implement billboard rendering. More...
 
class  Particle3DModelRender
 Particle3DModelRender inherit from Particle3DRender, implement model rendering. More...
 
struct  Particle3D
 Particle3D is a container of particle Properties. More...
 
class  DataPool< T >
 DataPool is a data pool, used for recycling data. More...
 
class  ParticleSystem3D
 ParticleSystem3D is a base class, define interfaces. More...
 
class  PUAffector
 PUAffector, the base class of pu affector, inherit from Particle3DAffector. More...
 
class  PUBillboardChain
 internal class, the tool class of PUBeamRender. More...
 
class  PUBillboardChain::Element
 Contains the data of an element of the BillboardChain. More...
 
class  PUEmitter
 PUEmitter,the base class of pu emitter,inherit from Particle3DEmitter. More...
 
class  PUTriangle
 Definition of a Triangle. More...
 
struct  PUTriangle::PositionAndNormal
 The struct is used to return both the position and the normal. More...
 
class  PUSortAscending
 Comparer used for sorting vector in ascending order. More...
 
class  PUSortDescending
 Comparer used for sorting vector in descending order. More...
 
class  MeshInfo
 Definition of a Mesh. More...
 
class  PUMeshSurfaceEmitter
 The MeshSurfaceEmitter is a ParticleEmitter that emits particles on the surface of a mesh. More...
 
struct  PUParticle3D
 PUParticle3D inherit from Particle3D, includes all properties of PU particles. More...
 
class  PUParticleSystem3D
 PUParticleSystem3D, the class of pu particle system, inherit from ParticleSystem3D. More...
 
class  PURender
 PURender, the base class of pu renderer, inherit from Particle3DRender. More...
 
class  PUParticle3DEntityRender
 PUParticle3DEntityRender, the base class of entity renderer, inherit from PURender. More...
 
class  PUParticle3DQuadRender
 PUParticle3DQuadRender inherit from PUParticle3DEntityRender,implement pu quad rendering. More...
 
class  PUParticle3DModelRender
 PUParticle3DModelRender inherit from PURender,implement pu model rendering. More...
 
class  PUParticle3DBoxRender
 PUParticle3DBoxRender inherit from PUParticle3DEntityRender,implement pu box rendering. More...
 
class  PUSphereRender
 PUSphereRender inherit from PUParticle3DEntityRender,implement pu sphere rendering. More...
 
class  PUAbstractNode
 Internal class, The Abstract class of script element. More...
 
class  PUObjectAbstractNode
 Internal class, This specific abstract node represents a script object. More...
 
class  PUPropertyAbstractNode
 Internal class, This abstract node represents a script property. More...
 
class  PUScriptCompiler
 Internal class, The compiler of scrip. More...
 

Macros

#define MAX_CHUNKES   256
 the maximum amount of the chunkes
 

Enumerations

enum  Animate3DQuality { QUALITY_NONE = 0, QUALITY_LOW, QUALITY_HIGH }
 This enum control the animation's quality. More...
 
enum  EvaluateType { INT_LINEAR, INT_NEAR, INT_QUAT_SLERP, INT_USER_FUNCTION }
 The evalute type for the curve evaluation(interpolation). More...
 
enum  Mode { VIEW_POINT_ORIENTED, VIEW_PLANE_ORIENTED }
 Oriented mode. More...
 
enum  PointSide { IN_PLANE, FRONT_PLANE, BEHIND_PLANE }
 This enum define the location relationship between the specified point an specified plane. More...
 
enum  MaterialType {
  UNLIT, UNLIT_NOTEX, VERTEX_LIT, DIFFUSE,
  DIFFUSE_NOTEX, BUMPED_DIFFUSE, CUSTOM
}
 Material type, there are mainly two types of materials. More...
 
enum  CrackFixedType
 the crack fix type. More...
 
enum  AffectSpecialisation
 The AffectSpecialisation enumeration is used to specialise the affector even more. More...
 
enum  TexCoordDirection { TCD_U, TCD_V }
 The direction in which texture coordinates from elements of the chain are used. More...
 
enum  MeshSurfaceDistribution { , MSD_HETEROGENEOUS_1, MSD_HETEROGENEOUS_2, MSD_VERTEX, MSD_EDGE }
 Defining several methods to emit particles on the mesh surface. More...
 
enum  PUComponentType
 The type of PUComponent.
 
enum  ParticleType
 The type of Particle.
 
enum  ReservedParticleEventFlags
 Enumeration which lists a number of reserved event flags. More...
 
enum  PUAbstractNodeType
 This enum holds the types of the possible abstract nodes.
 

Detailed Description

Enumeration Type Documentation

enum Animate3DQuality
strong

This enum control the animation's quality.

Enumerator
QUALITY_NONE 

It'll be ignore the curve-evaluating(the animation looks like stop), just acculate transition time.

QUALITY_LOW 

Low animation quality, it'll be more efficient.

QUALITY_HIGH 

High animation quality, which also means more cpu time occupy.

var Animate3DQuality
strong

This enum control the animation's quality.

Enumerator
QUALITY_NONE 

It'll be ignore the curve-evaluating(the animation looks like stop), just acculate transition time.

QUALITY_LOW 

Low animation quality, it'll be more efficient.

QUALITY_HIGH 

High animation quality, which also means more cpu time occupy.

local Animate3DQuality
strong

This enum control the animation's quality.

Enumerator
QUALITY_NONE 

It'll be ignore the curve-evaluating(the animation looks like stop), just acculate transition time.

QUALITY_LOW 

Low animation quality, it'll be more efficient.

QUALITY_HIGH 

High animation quality, which also means more cpu time occupy.

enum EvaluateType
strong

The evalute type for the curve evaluation(interpolation).

Enumerator
INT_LINEAR 

linear interpolation

INT_NEAR 

Nearest neighbor interpolation.

INT_QUAT_SLERP 

Quaternion spherical linear interpolation.

INT_USER_FUNCTION 

User defined interpolation.

var EvaluateType
strong

The evalute type for the curve evaluation(interpolation).

Enumerator
INT_LINEAR 

linear interpolation

INT_NEAR 

Nearest neighbor interpolation.

INT_QUAT_SLERP 

Quaternion spherical linear interpolation.

INT_USER_FUNCTION 

User defined interpolation.

local EvaluateType
strong

The evalute type for the curve evaluation(interpolation).

Enumerator
INT_LINEAR 

linear interpolation

INT_NEAR 

Nearest neighbor interpolation.

INT_QUAT_SLERP 

Quaternion spherical linear interpolation.

INT_USER_FUNCTION 

User defined interpolation.

enum Mode
strong

Oriented mode.

Enumerator
VIEW_POINT_ORIENTED 

Orient to the camera's position.

VIEW_PLANE_ORIENTED 

Orient to the XOY plane of camera.

var Mode
strong

Oriented mode.

Enumerator
VIEW_POINT_ORIENTED 

Orient to the camera's position.

VIEW_PLANE_ORIENTED 

Orient to the XOY plane of camera.

local Mode
strong

Oriented mode.

Enumerator
VIEW_POINT_ORIENTED 

Orient to the camera's position.

VIEW_PLANE_ORIENTED 

Orient to the XOY plane of camera.

enum PointSide
strong

This enum define the location relationship between the specified point an specified plane.

Enumerator
IN_PLANE 

The Point which in the plane.

FRONT_PLANE 

The point which in the front side of the plane, which means the dot product for point and normal is greater than 0.

BEHIND_PLANE 

The point which in the back side of the plane, which means the dot product for point and normal is less than 0.

var PointSide
strong

This enum define the location relationship between the specified point an specified plane.

Enumerator
IN_PLANE 

The Point which in the plane.

FRONT_PLANE 

The point which in the front side of the plane, which means the dot product for point and normal is greater than 0.

BEHIND_PLANE 

The point which in the back side of the plane, which means the dot product for point and normal is less than 0.

local PointSide
strong

This enum define the location relationship between the specified point an specified plane.

Enumerator
IN_PLANE 

The Point which in the plane.

FRONT_PLANE 

The point which in the front side of the plane, which means the dot product for point and normal is greater than 0.

BEHIND_PLANE 

The point which in the back side of the plane, which means the dot product for point and normal is less than 0.

enum MaterialType
strong

Material type, there are mainly two types of materials.

Built in materials and Custom material

Enumerator
UNLIT 

Built in material.

UNLIT_NOTEX 

unlit material.

VERTEX_LIT 

unlit material without texture.

DIFFUSE 

vertex lit.

DIFFUSE_NOTEX 

diffuse (pixel lighting).

BUMPED_DIFFUSE 

diffuse (without texture).

CUSTOM 

bumped diffuse.

Custom material

var MaterialType
strong

Material type, there are mainly two types of materials.

Built in materials and Custom material

Enumerator
UNLIT 

Built in material.

UNLIT_NOTEX 

unlit material.

VERTEX_LIT 

unlit material without texture.

DIFFUSE 

vertex lit.

DIFFUSE_NOTEX 

diffuse (pixel lighting).

BUMPED_DIFFUSE 

diffuse (without texture).

CUSTOM 

bumped diffuse.

Custom material

local MaterialType
strong

Material type, there are mainly two types of materials.

Built in materials and Custom material

Enumerator
UNLIT 

Built in material.

UNLIT_NOTEX 

unlit material.

VERTEX_LIT 

unlit material without texture.

DIFFUSE 

vertex lit.

DIFFUSE_NOTEX 

diffuse (pixel lighting).

BUMPED_DIFFUSE 

diffuse (without texture).

CUSTOM 

bumped diffuse.

Custom material

enum CrackFixedType
strong

the crack fix type.

use to fix the gaps between different LOD chunks

var CrackFixedType
strong

the crack fix type.

use to fix the gaps between different LOD chunks

local CrackFixedType
strong

the crack fix type.

use to fix the gaps between different LOD chunks

enum AffectSpecialisation

The AffectSpecialisation enumeration is used to specialise the affector even more.

This enumeration isn't used by all affectors; in some cases it isn't even applicable.

var AffectSpecialisation

The AffectSpecialisation enumeration is used to specialise the affector even more.

This enumeration isn't used by all affectors; in some cases it isn't even applicable.

local AffectSpecialisation

The AffectSpecialisation enumeration is used to specialise the affector even more.

This enumeration isn't used by all affectors; in some cases it isn't even applicable.

enum TexCoordDirection

The direction in which texture coordinates from elements of the chain are used.

Enumerator
TCD_U 

Tex coord in elements is treated as the 'u' texture coordinate.

TCD_V 

Tex coord in elements is treated as the 'v' texture coordinate.

var TexCoordDirection

The direction in which texture coordinates from elements of the chain are used.

Enumerator
TCD_U 

Tex coord in elements is treated as the 'u' texture coordinate.

TCD_V 

Tex coord in elements is treated as the 'v' texture coordinate.

local TexCoordDirection

The direction in which texture coordinates from elements of the chain are used.

Enumerator
TCD_U 

Tex coord in elements is treated as the 'u' texture coordinate.

TCD_V 

Tex coord in elements is treated as the 'v' texture coordinate.

enum MeshSurfaceDistribution

Defining several methods to emit particles on the mesh surface.

Remarks
Sometimes the difference is not always visible, for example if the mesh contains triangles with more or less the same size. Only in case a mesh contains both small and large triangles the difference between the various distribution methods is more obvious.
Enumerator
MSD_HETEROGENEOUS_1 

Distribute particles homogeneous (random) on the mesh surface.

MSD_HETEROGENEOUS_2 

Distribute more particles on the smaller faces.

MSD_VERTEX 

Same as above, but now more particles are emitting from the larger faces.

MSD_EDGE 

Particles only emit from the vertices.

Particles emit random on the edges

var MeshSurfaceDistribution

Defining several methods to emit particles on the mesh surface.

Remarks
Sometimes the difference is not always visible, for example if the mesh contains triangles with more or less the same size. Only in case a mesh contains both small and large triangles the difference between the various distribution methods is more obvious.
Enumerator
MSD_HETEROGENEOUS_1 

Distribute particles homogeneous (random) on the mesh surface.

MSD_HETEROGENEOUS_2 

Distribute more particles on the smaller faces.

MSD_VERTEX 

Same as above, but now more particles are emitting from the larger faces.

MSD_EDGE 

Particles only emit from the vertices.

Particles emit random on the edges

local MeshSurfaceDistribution

Defining several methods to emit particles on the mesh surface.

Remarks
Sometimes the difference is not always visible, for example if the mesh contains triangles with more or less the same size. Only in case a mesh contains both small and large triangles the difference between the various distribution methods is more obvious.
Enumerator
MSD_HETEROGENEOUS_1 

Distribute particles homogeneous (random) on the mesh surface.

MSD_HETEROGENEOUS_2 

Distribute more particles on the smaller faces.

MSD_VERTEX 

Same as above, but now more particles are emitting from the larger faces.

MSD_EDGE 

Particles only emit from the vertices.

Particles emit random on the edges

enum ReservedParticleEventFlags

Enumeration which lists a number of reserved event flags.

Although custom flags can be used to indicate that a certain condition occurs, the first number of flags may not be used as custom flags.

var ReservedParticleEventFlags

Enumeration which lists a number of reserved event flags.

Although custom flags can be used to indicate that a certain condition occurs, the first number of flags may not be used as custom flags.

local ReservedParticleEventFlags

Enumeration which lists a number of reserved event flags.

Although custom flags can be used to indicate that a certain condition occurs, the first number of flags may not be used as custom flags.