---@class cc.Bundle3D local Bundle3D={ } cc.Bundle3D=Bundle3D ---* load a file. You must load a file first, then call loadMeshData, loadSkinData, and so on
---* param path File to be loaded
---* return result of load ---@param path string ---@return boolean function Bundle3D:load (path) end ---* load skin data from bundle
---* param id The ID of the skin, load the first Skin in the bundle if it is empty ---@param id string ---@param skindata cc.SkinData ---@return boolean function Bundle3D:loadSkinData (id,skindata) end ---* ---@return self function Bundle3D:clear () end ---* ---@param materialdatas cc.MaterialDatas ---@return boolean function Bundle3D:loadMaterials (materialdatas) end ---* ---@param nodedatas cc.NodeDatas ---@return boolean function Bundle3D:loadNodes (nodedatas) end ---* load material data from bundle
---* param id The ID of the animation, load the first animation in the bundle if it is empty ---@param id string ---@param animationdata cc.Animation3DData ---@return boolean function Bundle3D:loadAnimationData (id,animationdata) end ---* get define data type
---* param str The type in string ---@param str string ---@return int function Bundle3D:parseSamplerAddressMode (str) end ---* ---@param bundle cc.Bundle3D ---@return self function Bundle3D:destroyBundle (bundle) end ---* create a new bundle, destroy it when finish using it ---@return self function Bundle3D:createBundle () end ---* get define data type
---* param str The type in string ---@param str string ---@param size int ---@return int function Bundle3D:parseGLDataType (str,size) end ---* ---@return self function Bundle3D:Bundle3D () end