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diff --git a/meta/3rd/Cocos4.0/cc.Sprite3D.lua b/meta/3rd/Cocos4.0/cc.Sprite3D.lua
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+++ b/meta/3rd/Cocos4.0/cc.Sprite3D.lua
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+
+---@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 \ No newline at end of file