diff options
Diffstat (limited to 'meta/3rd/Cocos4.0/cc.Sprite3D.lua')
-rw-r--r-- | meta/3rd/Cocos4.0/cc.Sprite3D.lua | 120 |
1 files changed, 120 insertions, 0 deletions
diff --git a/meta/3rd/Cocos4.0/cc.Sprite3D.lua b/meta/3rd/Cocos4.0/cc.Sprite3D.lua new file mode 100644 index 00000000..03dc8d4b --- /dev/null +++ b/meta/3rd/Cocos4.0/cc.Sprite3D.lua @@ -0,0 +1,120 @@ + +---@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 |