121 lines
4 KiB
Lua
121 lines
4 KiB
Lua
---@meta
|
|
|
|
---@class cc.Sprite3D :cc.Node@all parent class: Node,BlendProtocol
|
|
local Sprite3D={ }
|
|
cc.Sprite3D=Sprite3D
|
|
|
|
|
|
|
|
|
|
---*
|
|
---@param enable boolean
|
|
---@return self
|
|
function Sprite3D:setCullFaceEnabled (enable) end
|
|
---@overload fun(string0:cc.Texture2D):self
|
|
---@overload fun(string:string):self
|
|
---@param texFile string
|
|
---@return self
|
|
function Sprite3D:setTexture (texFile) end
|
|
---*
|
|
---@return unsigned_int
|
|
function Sprite3D:getLightMask () end
|
|
---* Adds a new material to a particular mesh of the sprite.<br>
|
|
---* meshIndex is the mesh that will be applied to.<br>
|
|
---* if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite.
|
|
---@param meshIndex int
|
|
---@return cc.Material
|
|
function Sprite3D:getMaterial (meshIndex) end
|
|
---*
|
|
---@param side int
|
|
---@return self
|
|
function Sprite3D:setCullFace (side) end
|
|
---* Get meshes used in sprite 3d
|
|
---@return array_table
|
|
function Sprite3D:getMeshes () end
|
|
---* remove all attach nodes
|
|
---@return self
|
|
function Sprite3D:removeAllAttachNode () end
|
|
---@overload fun(cc.Material:cc.Material,int:int):self
|
|
---@overload fun(cc.Material:cc.Material):self
|
|
---@param material cc.Material
|
|
---@param meshIndex int
|
|
---@return self
|
|
function Sprite3D:setMaterial (material,meshIndex) end
|
|
---* get mesh
|
|
---@return cc.Mesh
|
|
function Sprite3D:getMesh () end
|
|
---* get mesh count
|
|
---@return int
|
|
function Sprite3D:getMeshCount () end
|
|
---* get Mesh by index
|
|
---@param index int
|
|
---@return cc.Mesh
|
|
function Sprite3D:getMeshByIndex (index) end
|
|
---*
|
|
---@return boolean
|
|
function Sprite3D:isForceDepthWrite () end
|
|
---*
|
|
---@return cc.BlendFunc
|
|
function Sprite3D:getBlendFunc () end
|
|
---* light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff
|
|
---@param mask unsigned_int
|
|
---@return self
|
|
function Sprite3D:setLightMask (mask) end
|
|
---* get AttachNode by bone name, return nullptr if not exist
|
|
---@param boneName string
|
|
---@return cc.AttachNode
|
|
function Sprite3D:getAttachNode (boneName) end
|
|
---*
|
|
---@param blendFunc cc.BlendFunc
|
|
---@return self
|
|
function Sprite3D:setBlendFunc (blendFunc) end
|
|
---* force set this Sprite3D to 2D render queue
|
|
---@param force2D boolean
|
|
---@return self
|
|
function Sprite3D:setForce2DQueue (force2D) end
|
|
---* generate default material
|
|
---@return self
|
|
function Sprite3D:genMaterial () end
|
|
---* remove attach node
|
|
---@param boneName string
|
|
---@return self
|
|
function Sprite3D:removeAttachNode (boneName) end
|
|
---*
|
|
---@return cc.Skeleton3D
|
|
function Sprite3D:getSkeleton () end
|
|
---* Force to write to depth buffer, this is useful if you want to achieve effects like fading.
|
|
---@param value boolean
|
|
---@return self
|
|
function Sprite3D:setForceDepthWrite (value) end
|
|
---* get Mesh by Name, it returns the first one if there are more than one mesh with the same name
|
|
---@param name string
|
|
---@return cc.Mesh
|
|
function Sprite3D:getMeshByName (name) end
|
|
---@overload fun(string:string):self
|
|
---@overload fun():self
|
|
---@overload fun(string:string,string:string):self
|
|
---@param modelPath string
|
|
---@param texturePath string
|
|
---@return self
|
|
function Sprite3D:create (modelPath,texturePath) end
|
|
---* draw
|
|
---@param renderer cc.Renderer
|
|
---@param transform mat4_table
|
|
---@param flags unsigned_int
|
|
---@return self
|
|
function Sprite3D:draw (renderer,transform,flags) end
|
|
---* Executes an action, and returns the action that is executed. For Sprite3D special logic are needed to take care of Fading.<br>
|
|
---* This node becomes the action's target. Refer to Action::getTarget()<br>
|
|
---* warning Actions don't retain their target.<br>
|
|
---* return An Action pointer
|
|
---@param action cc.Action
|
|
---@return cc.Action
|
|
function Sprite3D:runAction (action) end
|
|
---* set ProgramState, you should bind attributes by yourself
|
|
---@param programState cc.backend.ProgramState
|
|
---@return self
|
|
function Sprite3D:setProgramState (programState) end
|
|
---* Returns 2d bounding-box<br>
|
|
---* Note: the bounding-box is just get from the AABB which as Z=0, so that is not very accurate.
|
|
---@return rect_table
|
|
function Sprite3D:getBoundingBox () end |