summaryrefslogtreecommitdiff
path: root/meta/3rd/Cocos4.0/ccs.Armature.lua
blob: 671111f0cf8ed70d93efc27fe017acde431493fb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138

---@class ccs.Armature :cc.Node@all parent class: Node,BlendProtocol
local Armature={ }
ccs.Armature=Armature




---* Get a bone with the specified name<br>
---* param name The bone's name you want to get
---@param name string
---@return ccs.Bone
function Armature:getBone (name) end
---* Change a bone's parent with the specified parent name.<br>
---* param bone The bone you want to change parent<br>
---* param parentName The new parent's name.
---@param bone ccs.Bone
---@param parentName string
---@return self
function Armature:changeBoneParent (bone,parentName) end
---* 
---@param animation ccs.ArmatureAnimation
---@return self
function Armature:setAnimation (animation) end
---* 
---@param x float
---@param y float
---@return ccs.Bone
function Armature:getBoneAtPoint (x,y) end
---* 
---@return boolean
function Armature:getArmatureTransformDirty () end
---* 
---@param version float
---@return self
function Armature:setVersion (version) end
---* Set contentsize and Calculate anchor point.
---@return self
function Armature:updateOffsetPoint () end
---* 
---@return ccs.Bone
function Armature:getParentBone () end
---* Remove a bone with the specified name. If recursion it will also remove child Bone recursionly.<br>
---* param bone The bone you want to remove<br>
---* param recursion Determine whether remove the bone's child  recursion.
---@param bone ccs.Bone
---@param recursion boolean
---@return self
function Armature:removeBone (bone,recursion) end
---* 
---@return ccs.BatchNode
function Armature:getBatchNode () end
---@overload fun(string:string,ccs.Bone:ccs.Bone):self
---@overload fun(string:string):self
---@param name string
---@param parentBone ccs.Bone
---@return boolean
function Armature:init (name,parentBone) end
---* 
---@param parentBone ccs.Bone
---@return self
function Armature:setParentBone (parentBone) end
---* 
---@param batchNode ccs.BatchNode
---@return self
function Armature:setBatchNode (batchNode) end
---* js NA<br>
---* lua NA
---@return cc.BlendFunc
function Armature:getBlendFunc () end
---* 
---@param armatureData ccs.ArmatureData
---@return self
function Armature:setArmatureData (armatureData) end
---* Add a Bone to this Armature,<br>
---* param bone  The Bone you want to add to Armature<br>
---* param parentName   The parent Bone's name you want to add to . If it's  nullptr, then set Armature to its parent
---@param bone ccs.Bone
---@param parentName string
---@return self
function Armature:addBone (bone,parentName) end
---* 
---@return ccs.ArmatureData
function Armature:getArmatureData () end
---* 
---@return float
function Armature:getVersion () end
---* 
---@return ccs.ArmatureAnimation
function Armature:getAnimation () end
---* 
---@return vec2_table
function Armature:getOffsetPoints () end
---* js NA<br>
---* lua NA
---@param blendFunc cc.BlendFunc
---@return self
function Armature:setBlendFunc (blendFunc) end
---* Get Armature's bone dictionary<br>
---* return Armature's bone dictionary
---@return map_table
function Armature:getBoneDic () end
---@overload fun(string:string):self
---@overload fun():self
---@overload fun(string:string,ccs.Bone:ccs.Bone):self
---@param name string
---@param parentBone ccs.Bone
---@return self
function Armature:create (name,parentBone) end
---* 
---@param point vec2_table
---@return self
function Armature:setAnchorPoint (point) end
---* 
---@param renderer cc.Renderer
---@param transform mat4_table
---@param flags unsigned_int
---@return self
function Armature:draw (renderer,transform,flags) end
---* 
---@return vec2_table
function Armature:getAnchorPointInPoints () end
---* 
---@param dt float
---@return self
function Armature:update (dt) end
---* Init the empty armature
---@return boolean
function Armature:init () end
---* 
---@return mat4_table
function Armature:getNodeToParentTransform () end
---* This boundingBox will calculate all bones' boundingBox every time
---@return rect_table
function Armature:getBoundingBox () end
---* js ctor
---@return self
function Armature:Armature () end