a sprite3D can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite
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void | setTexture (const std::string &texFile) |
| set texture, set the first if multiple textures exist
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var | setTexture ( var texFile) |
| set texture, set the first if multiple textures exist
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local | setTexture ( local texFile) |
| set texture, set the first if multiple textures exist
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void | setTexture (Texture2D *texture) |
| set texture, set the first if multiple textures exist
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var | setTexture ( var texture) |
| set texture, set the first if multiple textures exist
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local | setTexture ( local texture) |
| set texture, set the first if multiple textures exist
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Mesh * | getMeshByIndex (int index) const |
| get Mesh by index the specified index of a mesh a mesh in the specified index
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Mesh * | getMeshByName (const std::string &name) const |
| get Mesh by Name, it returns the first one if there are more than one mesh with the same name the specified name of a mesh a mesh with the specified name
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std::vector< Mesh * > | getMeshArrayByName (const std::string &name) const |
| get mesh array by name the specified name of mesh all meshes with the given name
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Mesh * | getMesh () const |
| get mesh a mesh a index 0
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var | getMesh () |
| get mesh a mesh a index 0
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local | getMesh () |
| get mesh a mesh a index 0
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ssize_t | getMeshCount () const |
var | getMeshCount () |
local | getMeshCount () |
MeshSkin * | getSkin () const |
local | getSkin () |
Skeleton3D * | getSkeleton () const |
var | getSkeleton () |
local | getSkeleton () |
AttachNode * | getAttachNode (const std::string &boneName) |
| get AttachNode by bone name the bone name AttachNode of the bone, nullptr if not exist
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local | getAttachNode ( local boneName) |
| get AttachNode by bone name the bone name AttachNode of the bone, nullptr if not exist
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void | removeAttachNode (const std::string &boneName) |
| remove attach node of a bone the bone name
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var | removeAttachNode ( var boneName) |
| remove attach node of a bone the bone name
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local | removeAttachNode ( local boneName) |
| remove attach node of a bone the bone name
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void | removeAllAttachNode () |
| remove all attach nodes
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var | removeAllAttachNode () |
| remove all attach nodes
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local | removeAllAttachNode () |
| remove all attach nodes
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virtual void | setBlendFunc (const BlendFunc &blendFunc) override |
| set the blend methods for all meshes the new blendFunc object
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var | setBlendFunc ( var blendFunc) |
| set the blend methods for all meshes the new blendFunc object
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local | setBlendFunc ( local blendFunc) |
| set the blend methods for all meshes the new blendFunc object
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virtual const BlendFunc & | getBlendFunc () const override |
| get the blend method the blendFunc object
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local | getBlendFunc () |
| get the blend method the blendFunc object
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virtual void | setGLProgramState (GLProgramState *glProgramState) override |
| set GLProgramState, you should bind attributes by yourself the new GLProgramState to render with
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local | setGLProgramState ( local glProgramState) |
| set GLProgramState, you should bind attributes by yourself the new GLProgramState to render with
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virtual void | setGLProgram (GLProgram *glprogram) override |
| set GLProgram, you should bind attributes by yourself the new glprogram to render with
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const AABB & | getAABB () const |
| Get AABB the AABB object.
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AABB | getAABBRecursively () |
| Get AABB Recursively,it will merge the aabb its own and all descendants the AABB object.
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virtual Action * | runAction (Action *action) override |
| Executes an action, and returns the action that is executed. More...
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var | runAction ( var action) |
| Executes an action, and returns the action that is executed. More...
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local | runAction ( local action) |
| Executes an action, and returns the action that is executed. More...
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void | setForceDepthWrite (bool value) |
| Force to write to depth buffer, this is useful if you want to achieve effects like fading. More...
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bool | isForceDepthWrite () const |
| whether force to write to depth buffer the switching vale of method
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virtual Rect | getBoundingBox () const override |
| Returns 2d bounding-box the rect of boundingbox.
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void | setCullFace (GLenum cullFace) |
| set which face is going to cull, default GL_BACK which face is going to cull, GL_BACK, GL_FRONT, GL_FRONT_AND_BACK
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void | setCullFaceEnabled (bool enable) |
| set cull face enable or not the switching vale of method
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void | setLightMask (unsigned int mask) |
| light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff the lightmask
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unsigned int | getLightMask () const |
| light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff the lightmask
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var | getLightMask () |
| light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff the lightmask
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local | getLightMask () |
| light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff the lightmask
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virtual void | draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override |
| draw
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void | setMaterial (Material *material) |
| Adds a new material to the sprite. More...
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void | setMaterial (Material *material, int meshIndex) |
| Adds a new material to a particular mesh of the sprite. More...
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Material * | getMaterial (int meshIndex) const |
| Get material of a particular mesh of the sprite. More...
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local | getMaterial ( local meshIndex) |
| Get material of a particular mesh of the sprite. More...
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void | setForce2DQueue (bool force2D) |
| force set this Sprite3D to 2D render queue
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const Vector< Mesh * > & | getMeshes () const |
| Get meshes used in sprite 3d.
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local | getMeshes () |
| Get meshes used in sprite 3d.
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virtual bool | isRunning () const |
| Returns whether or not the node is "running". More...
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var | isRunning () |
| Returns whether or not the node is "running". More...
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local | isRunning () |
| Returns whether or not the node is "running". More...
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void | scheduleUpdateWithPriorityLua (int handler, int priority) |
| Schedules for lua script. More...
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local | scheduleUpdateWithPriorityLua ( local handler, local priority) |
| Schedules for lua script. More...
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virtual void | cleanup () |
| Stops and removes all running actions and schedulers.
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var | cleanup () |
| Stops and removes all running actions and schedulers.
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local | cleanup () |
| Stops and removes all running actions and schedulers.
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virtual Scene * | getScene () const |
| Returns the Scene that contains the Node. More...
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virtual Rect | boundingBox () const |
local | boundingBox () |
virtual void | setEventDispatcher (EventDispatcher *dispatcher) |
| Set event dispatcher for node. More...
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virtual EventDispatcher * | getEventDispatcher () const |
| Get the event dispatcher. More...
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local | getEventDispatcher () |
| Get the event dispatcher. More...
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void | setPhysicsBody (PhysicsBody *body) |
| Set the PhysicsBody that let the sprite effect with physics. More...
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PhysicsBody * | getPhysicsBody () const |
| Get the PhysicsBody the sprite have. More...
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void | removeFromPhysicsWorld () |
| Remove this node from physics world. More...
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var | removeFromPhysicsWorld () |
| Remove this node from physics world. More...
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local | removeFromPhysicsWorld () |
| Remove this node from physics world. More...
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void | updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags) |
| Update the transform matrix from physics.
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var | updateTransformFromPhysics ( var parentTransform, var parentFlags) |
| Update the transform matrix from physics.
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local | updateTransformFromPhysics ( local parentTransform, local parentFlags) |
| Update the transform matrix from physics.
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virtual void | updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY) |
| Update physics body transform matrix.
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var | updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY) |
| Update physics body transform matrix.
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local | updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY) |
| Update physics body transform matrix.
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unsigned short | getCameraMask () const |
| get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
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virtual void | setLocalZOrder (int localZOrder) |
| LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
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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...
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var | getLocalZOrder () |
| Gets the local Z order of this node. More...
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local | getLocalZOrder () |
| Gets the local Z order of this node. More...
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virtual int | getZOrder () const |
virtual void | setGlobalZOrder (float globalZOrder) |
| Defines the oder in which the nodes are renderer. More...
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local | setGlobalZOrder ( local globalZOrder) |
| Defines the oder in which the nodes are renderer. More...
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virtual float | getGlobalZOrder () const |
| Returns the Node's Global Z Order. More...
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virtual void | setScaleX (float scaleX) |
| Sets the scale (x) of the node. More...
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local | setScaleX ( local scaleX) |
| Sets the scale (x) of the node. More...
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virtual float | getScaleX () const |
| Returns the scale factor on X axis of this node The scale factor on X axis.
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virtual void | setScaleY (float scaleY) |
| Sets the scale (y) of the node. More...
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local | setScaleY ( local scaleY) |
| Sets the scale (y) of the node. More...
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virtual float | getScaleY () const |
| Returns the scale factor on Y axis of this node The scale factor on Y axis.
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virtual void | setScaleZ (float scaleZ) |
| Changes the scale factor on Z axis of this node. More...
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local | setScaleZ ( local scaleZ) |
| Changes the scale factor on Z axis of this node. More...
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virtual float | getScaleZ () const |
| Returns the scale factor on Z axis of this node The scale factor on Z axis.
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virtual void | setScale (float scale) |
| Sets the scale (x,y,z) of the node. More...
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local | setScale ( local scale) |
| Sets the scale (x,y,z) of the node. More...
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virtual float | getScale () const |
| Gets the scale factor of the node, when X and Y have the same scale factor. More...
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virtual void | setScale (float scaleX, float scaleY) |
| Sets the scale (x,y) of the node. More...
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local | setScale ( local scaleX, local scaleY) |
| Sets the scale (x,y) of the node. More...
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virtual void | setPosition (const Vec2 &position) |
| Sets the position (x,y) of the node in its parent's coordinate system. More...
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virtual void | setNormalizedPosition (const Vec2 &position) |
| Sets the position (x,y) using values between 0 and 1. More...
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var | setNormalizedPosition ( var position) |
| Sets the position (x,y) using values between 0 and 1. More...
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local | setNormalizedPosition ( local position) |
| Sets the position (x,y) using values between 0 and 1. More...
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virtual const Vec2 & | getPosition () const |
| Gets the position (x,y) of the node in its parent's coordinate system. More...
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virtual const Vec2 & | getNormalizedPosition () const |
| Returns the normalized position. More...
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virtual void | setPosition (float x, float y) |
| Sets the position (x,y) of the node in its parent's coordinate system. More...
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var | setPosition ( var x, var y) |
| Sets the position (x,y) of the node in its parent's coordinate system. More...
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local | setPosition ( local x, local y) |
| Sets the position (x,y) of the node in its parent's coordinate system. More...
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virtual void | getPosition (float *x, float *y) const |
| Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
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virtual void | setPositionX (float x) |
| Sets the x coordinate of the node in its parent's coordinate system. More...
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virtual float | getPositionX (void) const |
| Gets the x coordinate of the node in its parent's coordinate system. More...
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virtual void | setPositionY (float y) |
| Sets the y coordinate of the node in its parent's coordinate system. More...
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virtual float | getPositionY (void) const |
| Gets the y coordinate of the node in its parent's coordinate system. More...
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virtual void | setPosition3D (const Vec3 &position) |
| Sets the position (X, Y, and Z) in its parent's coordinate system. More...
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virtual Vec3 | getPosition3D () const |
| Returns the position (X,Y,Z) in its parent's coordinate system. More...
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virtual void | setPositionZ (float positionZ) |
| Sets the 'z' coordinate in the position. More...
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local | setPositionZ ( local positionZ) |
| Sets the 'z' coordinate in the position. More...
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virtual void | setVertexZ (float vertexZ) |
virtual float | getPositionZ () const |
| Gets position Z coordinate of this node. More...
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var | getVertexZ () |
| Gets position Z coordinate of this node. More...
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local | getPositionZ () |
| Gets position Z coordinate of this node. More...
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virtual float | getVertexZ () const |
virtual void | setSkewX (float skewX) |
| Changes the X skew angle of the node in degrees. More...
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local | setSkewX ( local skewX) |
| Changes the X skew angle of the node in degrees. More...
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virtual float | getSkewX () const |
| Returns the X skew angle of the node in degrees. More...
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var | getSkewX () |
| Returns the X skew angle of the node in degrees. More...
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local | getSkewX () |
| Returns the X skew angle of the node in degrees. More...
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virtual void | setSkewY (float skewY) |
| Changes the Y skew angle of the node in degrees. More...
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local | setSkewY ( local skewY) |
| Changes the Y skew angle of the node in degrees. More...
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virtual float | getSkewY () const |
| Returns the Y skew angle of the node in degrees. More...
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var | getSkewY () |
| Returns the Y skew angle of the node in degrees. More...
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local | getSkewY () |
| Returns the Y skew angle of the node in degrees. More...
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virtual void | setAnchorPoint (const Vec2 &anchorPoint) |
| Sets the anchor point in percent. More...
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local | setAnchorPoint ( local anchorPoint) |
| Sets the anchor point in percent. More...
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virtual const Vec2 & | getAnchorPoint () const |
| Returns the anchor point in percent. More...
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virtual const Vec2 & | getAnchorPointInPoints () const |
| Returns the anchorPoint in absolute pixels. More...
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virtual void | setContentSize (const Size &contentSize) |
| Sets the untransformed size of the node. More...
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var | setContentSize ( var contentSize) |
| Sets the untransformed size of the node. More...
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local | setContentSize ( local contentSize) |
| Sets the untransformed size of the node. More...
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virtual const Size & | getContentSize () const |
| Returns the untransformed size of the node. More...
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var | getContentSize () |
| Returns the untransformed size of the node. More...
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local | getContentSize () |
| Returns the untransformed size of the node. More...
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virtual void | setVisible (bool visible) |
| Sets whether the node is visible. More...
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local | setVisible ( local visible) |
| Sets whether the node is visible. More...
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virtual bool | isVisible () const |
| Determines if the node is visible. More...
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virtual void | setRotation (float rotation) |
| Sets the rotation (angle) of the node in degrees. More...
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local | setRotation ( local rotation) |
| Sets the rotation (angle) of the node in degrees. More...
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virtual float | getRotation () const |
| Returns the rotation of the node in degrees. More...
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var | getRotation () |
| Returns the rotation of the node in degrees. More...
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local | getRotation () |
| Returns the rotation of the node in degrees. More...
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virtual void | setRotation3D (const Vec3 &rotation) |
| Sets the rotation (X,Y,Z) in degrees. More...
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local | setRotation3D ( local rotation) |
| Sets the rotation (X,Y,Z) in degrees. More...
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virtual Vec3 | getRotation3D () const |
| Returns the rotation (X,Y,Z) in degrees. More...
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virtual void | setRotationQuat (const Quaternion &quat) |
| Set rotation by quaternion. More...
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local | setRotationQuat ( local quat) |
| Set rotation by quaternion. More...
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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.
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virtual void | setRotationSkewX (float rotationX) |
| Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
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local | setRotationSkewX ( local rotationX) |
| Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
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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...
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local | getRotationSkewX () |
| Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
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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...
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local | setRotationSkewY ( local rotationY) |
| Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
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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...
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local | getRotationSkewY () |
| Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
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virtual float | getRotationY () const |
void | setOrderOfArrival (int orderOfArrival) |
| Sets the arrival order when this node has a same ZOrder with other children. More...
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int | getOrderOfArrival () const |
| Returns the arrival order, indicates which children is added previously. More...
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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...
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virtual bool | isIgnoreAnchorPointForPosition () const |
| Gets whether the anchor point will be (0,0) when you position this node. More...
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virtual void | addChild (Node *child) |
| Adds a child to the container with z-order as 0. More...
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var | addChild ( var child) |
| Adds a child to the container with z-order as 0. More...
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local | addChild ( local child) |
| Adds a child to the container with z-order as 0. More...
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virtual void | addChild (Node *child, int localZOrder) |
| Adds a child to the container with a local z-order. More...
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local | addChild ( local child, local localZOrder) |
| Adds a child to the container with a local z-order. More...
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virtual void | addChild (Node *child, int localZOrder, int tag) |
| Adds a child to the container with z order and tag. More...
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local | addChild ( local child, local localZOrder, local tag) |
| Adds a child to the container with z order and tag. More...
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virtual void | addChild (Node *child, int localZOrder, const std::string &name) |
| Adds a child to the container with z order and tag. More...
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local | addChild ( local child, local localZOrder, local name) |
| Adds a child to the container with z order and tag. More...
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virtual Node * | getChildByTag (int tag) const |
| Gets a child from the container with its tag. More...
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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...
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template<typename T > |
var | getChildByTag ( var tag) |
| Gets a child from the container with its tag that can be cast to Type T. More...
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template<typename T > |
local | getChildByTag ( local tag) |
| Gets a child from the container with its tag that can be cast to Type T. More...
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virtual Node * | getChildByName (const std::string &name) const |
| Gets a child from the container with its name. More...
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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...
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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...
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virtual Vector< Node * > & | getChildren () |
| Returns the array of the node's children. More...
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local | getChildren () |
| Returns the array of the node's children. More...
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virtual const Vector< Node * > & | getChildren () const |
local | getChildren () |
virtual ssize_t | getChildrenCount () const |
| Returns the amount of children. More...
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var | getChildrenCount () |
| Returns the amount of children. More...
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local | getChildrenCount () |
| Returns the amount of children. More...
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virtual void | setParent (Node *parent) |
| Sets the parent node. More...
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local | setParent ( local parent) |
| Sets the parent node. More...
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virtual Node * | getParent () |
| Returns a pointer to the parent node. More...
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virtual const Node * | getParent () const |
var | getParent () |
local | getParent () |
virtual void | removeFromParent () |
| Removes this node itself from its parent node with a cleanup. More...
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var | removeFromParent () |
| Removes this node itself from its parent node with a cleanup. More...
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local | removeFromParent () |
| Removes this node itself from its parent node with a cleanup. More...
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virtual void | removeFromParentAndCleanup (bool cleanup) |
| Removes this node itself from its parent node. More...
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local | removeFromParent ( local cleanup) |
| Removes this node itself from its parent node. More...
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virtual void | removeChild (Node *child, bool cleanup=true) |
| Removes a child from the container. More...
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virtual void | removeChildByTag (int tag, bool cleanup=true) |
| Removes a child from the container by tag value. More...
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var | removeChildByTag ( var tag, var true) |
| Removes a child from the container by tag value. More...
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local | removeChildByTag ( local tag, local true) |
| Removes a child from the container by tag value. More...
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virtual void | removeChildByName (const std::string &name, bool cleanup=true) |
| Removes a child from the container by tag value. More...
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var | removeChildByName ( var name, var true) |
| Removes a child from the container by tag value. More...
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local | removeChildByName ( local name, local true) |
| Removes a child from the container by tag value. More...
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virtual void | removeAllChildren () |
| Removes all children from the container with a cleanup.
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var | removeAllChildren () |
| Removes all children from the container with a cleanup.
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local | removeAllChildren () |
| Removes all children from the container with a cleanup.
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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...
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local | removeAllChildren ( local cleanup) |
| Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
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virtual void | reorderChild (Node *child, int localZOrder) |
| Reorders a child according to a new z value. More...
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virtual void | sortAllChildren () |
| Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
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local | sortAllChildren () |
| Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
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virtual int | getTag () const |
| Returns a tag that is used to identify the node easily. More...
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var | getTag () |
| Returns a tag that is used to identify the node easily. More...
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local | getTag () |
| Returns a tag that is used to identify the node easily. More...
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virtual void | setTag (int tag) |
| Changes the tag that is used to identify the node easily. More...
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local | setTag ( local tag) |
| Changes the tag that is used to identify the node easily. More...
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virtual const std::string & | getName () const |
| Returns a string that is used to identify the node. More...
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local | getName () |
| Returns a string that is used to identify the node. More...
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virtual void | setName (const std::string &name) |
| Changes the name that is used to identify the node easily. More...
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var | setName ( var name) |
| Changes the name that is used to identify the node easily. More...
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local | setName ( local name) |
| Changes the name that is used to identify the node easily. More...
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virtual void * | getUserData () |
| Returns a custom user data pointer. More...
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virtual const void * | getUserData () const |
virtual void | setUserData (void *userData) |
| Sets a custom user data pointer. More...
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virtual Ref * | getUserObject () |
| Returns a user assigned Object. More...
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virtual const Ref * | getUserObject () const |
virtual void | setUserObject (Ref *userObject) |
| Returns a user assigned Object. More...
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local | setUserObject ( local userObject) |
| Returns a user assigned Object. More...
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GLProgram * | getGLProgram () const |
| Return the GLProgram (shader) currently used for this node. More...
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var | getGLProgram () |
| Return the GLProgram (shader) currently used for this node. More...
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local | getGLProgram () |
| Return the GLProgram (shader) currently used for this node. More...
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GLProgram * | getShaderProgram () const |
var | getShaderProgram () |
local | getShaderProgram () |
void | setShaderProgram (GLProgram *glprogram) |
var | setShaderProgram ( var glprogram) |
local | setShaderProgram ( local glprogram) |
GLProgramState * | getGLProgramState () const |
| Return the GLProgramState currently used for this node. More...
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var | getGLProgramState () |
| Return the GLProgramState currently used for this node. More...
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local | getGLProgramState () |
| Return the GLProgramState currently used for this node. More...
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virtual void | onEnter () |
| Event callback that is invoked every time when Node enters the 'stage'. More...
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virtual void | onEnterTransitionDidFinish () |
| Event callback that is invoked when the Node enters in the 'stage'. More...
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virtual void | onExit () |
| Event callback that is invoked every time the Node leaves the 'stage'. More...
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virtual void | onExitTransitionDidStart () |
| Event callback that is called every time the Node leaves the 'stage'. More...
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virtual void | setActionManager (ActionManager *actionManager) |
| Sets the ActionManager object that is used by all actions. More...
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var | setActionManager ( var actionManager) |
| Sets the ActionManager object that is used by all actions. More...
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local | setActionManager ( local actionManager) |
| Sets the ActionManager object that is used by all actions. More...
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virtual ActionManager * | getActionManager () |
| Gets the ActionManager object that is used by all actions. More...
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local | getActionManager () |
| Gets the ActionManager object that is used by all actions. More...
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virtual const ActionManager * | getActionManager () const |
local | getActionManager () |
void | stopAllActions () |
| Stops and removes all actions from the running action list .
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var | stopAllActions () |
| Stops and removes all actions from the running action list .
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local | stopAllActions () |
| Stops and removes all actions from the running action list .
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void | stopAction (Action *action) |
| Stops and removes an action from the running action list. More...
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var | stopAction ( var action) |
| Stops and removes an action from the running action list. More...
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local | stopAction ( local action) |
| Stops and removes an action from the running action list. More...
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void | stopActionByTag (int tag) |
| Removes an action from the running action list by its tag. More...
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var | stopActionByTag ( var tag) |
| Removes an action from the running action list by its tag. More...
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local | stopActionByTag ( local tag) |
| Removes an action from the running action list by its tag. More...
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void | stopAllActionsByTag (int tag) |
| Removes all actions from the running action list by its tag. More...
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var | stopAllActionsByTag ( var tag) |
| Removes all actions from the running action list by its tag. More...
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local | stopAllActionsByTag ( local tag) |
| Removes all actions from the running action list by its tag. More...
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void | stopActionsByFlags (unsigned int flags) |
| Removes all actions from the running action list by its flags. More...
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Action * | getActionByTag (int tag) |
| Gets an action from the running action list by its tag. More...
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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...
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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...
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virtual Scheduler * | getScheduler () |
| Gets a Sheduler object. More...
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virtual const Scheduler * | getScheduler () const |
local | getScheduler () |
bool | isScheduled (SEL_SCHEDULE selector) |
| Checks whether a selector is scheduled. More...
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bool | isScheduled (const std::string &key) |
| Checks whether a lambda function is scheduled. More...
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void | scheduleUpdate (void) |
| Schedules the "update" method. More...
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void | scheduleUpdateWithPriority (int priority) |
| Schedules the "update" method with a custom priority. More...
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void | unscheduleUpdate (void) |
void | schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay) |
| Schedules a custom selector. More...
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void | schedule (SEL_SCHEDULE selector, float interval) |
| Schedules a custom selector with an interval time in seconds. More...
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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...
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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...
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void | schedule (SEL_SCHEDULE selector) |
| Schedules a custom selector, the scheduled selector will be ticked every frame. More...
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void | schedule (const std::function< void(float)> &callback, const std::string &key) |
| Schedules a lambda function. More...
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void | schedule (const std::function< void(float)> &callback, float interval, const std::string &key) |
| Schedules a lambda function. More...
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void | schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key) |
| Schedules a lambda function. More...
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var | schedule ( var callback, var interval, var repeat, var delay, var key) |
| Schedules a lambda function. More...
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void | unschedule (SEL_SCHEDULE selector) |
| Unschedules a custom selector. More...
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var | unschedule ( var selector) |
| Unschedules a custom selector. More...
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void | unschedule (const std::string &key) |
| Unschedules a lambda function. More...
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var | unschedule ( var key) |
| Unschedules a lambda function. More...
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void | unscheduleAllCallbacks () |
| Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
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var | unscheduleAllCallbacks () |
| Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
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void | unscheduleAllSelectors () |
var | unscheduleAllSelectors () |
local | unscheduleAllSelectors () |
virtual void | resume (void) |
| Resumes all scheduled selectors, actions and event listeners. More...
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local | resume () |
| Resumes all scheduled selectors, actions and event listeners. More...
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virtual void | pause (void) |
| Pauses all scheduled selectors, actions and event listeners. More...
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local | pause () |
| Pauses all scheduled selectors, actions and event listeners. More...
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void | resumeSchedulerAndActions () |
| Resumes all scheduled selectors, actions and event listeners. More...
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void | pauseSchedulerAndActions () |
| Pauses all scheduled selectors, actions and event listeners. More...
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var | pauseSchedulerAndActions () |
| Pauses all scheduled selectors, actions and event listeners. More...
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local | pauseSchedulerAndActions () |
| Pauses all scheduled selectors, actions and event listeners. More...
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virtual void | update (float delta) |
| Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
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var | update ( var delta) |
| Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
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local | update ( local delta) |
| Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
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virtual void | updateTransform () |
| Calls children's updateTransform() method recursively. More...
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virtual const Mat4 & | getNodeToParentTransform () const |
| Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
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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...
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local | getNodeToParentTransform ( local ancestor) |
| Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
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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...
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local | getNodeToParentAffineTransform ( local ancestor) |
| Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
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virtual void | setNodeToParentTransform (const Mat4 &transform) |
| Sets the transformation matrix manually. More...
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var | setNodeToParentTransform ( var transform) |
| Sets the transformation matrix manually. More...
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local | setNodeToParentTransform ( local transform) |
| Sets the transformation matrix manually. More...
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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...
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var | getParentToNodeTransform () |
| Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
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local | getParentToNodeTransform () |
| Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
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virtual AffineTransform | getParentToNodeAffineTransform () const |
local | getParentToNodeAffineTransform () |
virtual AffineTransform | parentToNodeTransform () const |
local | parentToNodeTransform () |
virtual Mat4 | getNodeToWorldTransform () const |
| Returns the world affine transform matrix. More...
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var | getNodeToWorldTransform () |
| Returns the world affine transform matrix. More...
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local | getNodeToWorldTransform () |
| Returns the world affine transform matrix. More...
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virtual AffineTransform | getNodeToWorldAffineTransform () const |
local | getNodeToWorldAffineTransform () |
virtual AffineTransform | nodeToWorldTransform () const |
local | nodeToWorldTransform () |
virtual Mat4 | getWorldToNodeTransform () const |
| Returns the inverse world affine transform matrix. More...
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var | getWorldToNodeTransform () |
| Returns the inverse world affine transform matrix. More...
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local | getWorldToNodeTransform () |
| Returns the inverse world affine transform matrix. More...
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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...
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Vec2 | convertToWorldSpace (const Vec2 &nodePoint) const |
| Converts a Vec2 to world space coordinates. More...
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Vec2 | convertToNodeSpaceAR (const Vec2 &worldPoint) const |
| Converts a Vec2 to node (local) space coordinates. More...
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Vec2 | convertToWorldSpaceAR (const Vec2 &nodePoint) const |
| Converts a local Vec2 to world space coordinates.The result is in Points. More...
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Vec2 | convertTouchToNodeSpace (Touch *touch) const |
| Convenience methods which take a Touch instead of Vec2. More...
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var | convertTouchToNodeSpace ( var touch) |
| Convenience methods which take a Touch instead of Vec2. More...
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local | convertTouchToNodeSpace ( local touch) |
| Convenience methods which take a Touch instead of Vec2. More...
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Vec2 | convertTouchToNodeSpaceAR (Touch *touch) const |
| Converts a Touch (world coordinates) into a local coordinate. More...
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void | setAdditionalTransform (Mat4 *additionalTransform) |
| Sets an additional transform matrix to the node. More...
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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...
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var | getComponent ( var name) |
| Gets a component by its name. More...
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local | getComponent ( local name) |
| Gets a component by its name. More...
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virtual bool | addComponent (Component *component) |
| Adds a component. More...
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virtual bool | removeComponent (const std::string &name) |
| Removes a component by its name. More...
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local | removeComponent ( local name) |
| Removes a component by its name. More...
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virtual bool | removeComponent (Component *component) |
| Removes a component by its pointer. More...
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local | removeComponent ( local component) |
| Removes a component by its pointer. More...
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virtual void | removeAllComponents () |
| Removes all components.
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virtual std::string | getDescription () const |
| Gets the description string. More...
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void | retain () |
| Retains the ownership. More...
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local | retain () |
| Retains the ownership. More...
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void | release () |
| Releases the ownership immediately. More...
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Ref * | autorelease () |
| Releases the ownership sometime soon automatically. More...
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unsigned int | getReferenceCount () const |
| Returns the Ref's current reference count. More...
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local | getReferenceCount () |
| Returns the Ref's current reference count. More...
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virtual | ~Ref () |
| Destructor.
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