Terrain Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images. More...
Inherits Node.
Classes | |
| struct | DetailMap |
| DetailMap this struct maintain a detail map data ,including source file ,detail size. More... | |
| struct | TerrainData |
| TerrainData This TerrainData struct warp all parameter that Terrain need to create. More... | |
Public Types | |
| enum | CrackFixedType |
| the crack fix type. More... | |
Public Member Functions | |
| bool | initProperties () |
| initialize all Properties which terrain need | |
| var | initProperties () |
| initialize all Properties which terrain need | |
| local | initProperties () |
| initialize all Properties which terrain need | |
| bool | initHeightMap (const char *heightMap) |
| initialize heightMap data | |
| bool | initTextures () |
| initialize alphaMap ,detailMaps textures | |
| var | initTextures () |
| initialize alphaMap ,detailMaps textures | |
| local | initTextures () |
| initialize alphaMap ,detailMaps textures | |
| float | getHeight (float x, float z, Vec3 *normal=nullptr) |
| get specified position's height mapping to the terrain,use bi-linear interpolation method More... | |
| float | getHeight (Vec2 pos, Vec3 *Normal=nullptr) |
| get specified position's height mapping to the terrain,use bi-linear interpolation method More... | |
| Vec3 | getNormal (int pixelX, int pixelY) |
| get the normal of the specified pistion in terrain More... | |
| float | getImageHeight (int pixelX, int pixelY) |
| get height from the raw height filed | |
| void | setDrawWire (bool boolValue) |
| show the wireline instead of the surface,Debug Use only. More... | |
| var | setDrawWire ( var boolValue) |
| show the wireline instead of the surface,Debug Use only. More... | |
| local | setDrawWire ( local boolValue) |
| show the wireline instead of the surface,Debug Use only. More... | |
| void | setLODDistance (float lod1, float lod2, float lod3) |
| Set threshold distance of each LOD level,must equal or gereater than the chunk size when invoke initHeightMap, the LOD distance will be automatic calculated. | |
| local | setLODDistance ( local lod1, local lod2, local lod3) |
| Set threshold distance of each LOD level,must equal or gereater than the chunk size when invoke initHeightMap, the LOD distance will be automatic calculated. | |
| void | setIsEnableFrustumCull (bool boolValue) |
| Switch frustum Culling Flag frustum culling will remarkable improve your terrain rendering performance. | |
| void | setAlphaMap (cocos2d::Texture2D *newAlphaMapTexture) |
| set the alpha map | |
| void | setDetailMap (unsigned int index, DetailMap detailMap) |
| set the Detail Map | |
| var | setDetailMap ( var index, var detailMap) |
| set the Detail Map | |
| local | setDetailMap ( local index, local detailMap) |
| set the Detail Map | |
| virtual void | draw (cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags) override |
| Override this method to draw your own node. More... | |
| local | draw ( local renderer, local transform, local flags) |
| Override this method to draw your own node. More... | |
| Vec3 | getIntersectionPoint (const Ray &ray) |
| Ray-Terrain intersection. More... | |
| void | setMaxDetailMapAmount (int maxValue) |
| set the MaxDetailAmount. | |
| Vec2 | convertToTerrainSpace (Vec2 worldSpace) |
| Convert a world Space position (X,Z) to terrain space position (X,Z) | |
| void | resetHeightMap (const char *heightMap) |
| reset the heightmap data. | |
| float | getMinHeight () |
| get the terrain's mininal height. | |
| var | getMinHeight () |
| get the terrain's mininal height. | |
| local | getMinHeight () |
| get the terrain's mininal height. | |
| float | getMaxHeight () |
| get the terrain's maximum height. | |
| var | getMaxHeight () |
| get the terrain's maximum height. | |
| local | getMaxHeight () |
| get the terrain's maximum height. | |
| AABB | getAABB () |
| get the terrain's AABB(in world space) | |
| var | getAABB () |
| get the terrain's AABB(in world space) | |
| local | getAABB () |
| get the terrain's AABB(in world space) | |
| void | setSkirtHeightRatio (float ratio) |
| set the skirt height ratio | |
| var | setSkirtHeightRatio ( var ratio) |
| set the skirt height ratio | |
| local | setSkirtHeightRatio ( local ratio) |
| set the skirt height ratio | |
| QuadTree * | getQuadTree () |
| get the terrain's quad tree which is also the root node. | |
| var | getQuadTree () |
| get the terrain's quad tree which is also the root node. | |
| local | getQuadTree () |
| get the terrain's quad tree which is also the root node. | |
Public Member Functions inherited from Node | |
| virtual bool | isRunning () const |
| Returns whether or not the node is "running". More... | |
| void | scheduleUpdateWithPriorityLua (int handler, int priority) |
| Schedules for lua script. More... | |
| virtual void | cleanup () |
| Stops all running actions and schedulers. | |
| virtual void | visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) |
| Visits this node's children and draw them recursively. More... | |
| virtual Scene * | getScene () const |
| Returns the Scene that contains the Node. More... | |
| local | getScene () |
| Returns the Scene that contains the Node. More... | |
| virtual Rect | getBoundingBox () const |
| Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More... | |
| virtual Rect | boundingBox () const |
| local | boundingBox () |
| virtual void | setEventDispatcher (EventDispatcher *dispatcher) |
| Set event dispatcher for scene. More... | |
| local | setEventDispatcher ( local dispatcher) |
| Set event dispatcher for scene. More... | |
| virtual EventDispatcher * | getEventDispatcher () const |
| Get the event dispatcher of scene. More... | |
| local | getEventDispatcher () |
| Get the event dispatcher of scene. More... | |
| void | setPhysicsBody (PhysicsBody *body) |
| Set the PhysicsBody that let the sprite effect with physics. More... | |
| PhysicsBody * | getPhysicsBody () const |
| Get the PhysicsBody the sprite have. More... | |
| var | getPhysicsBody () |
| Get the PhysicsBody the sprite have. More... | |
| local | getPhysicsBody () |
| Get the PhysicsBody the sprite have. More... | |
| void | removeFromPhysicsWorld () |
| Remove this node from physics world. More... | |
| var | removeFromPhysicsWorld () |
| Remove this node from physics world. More... | |
| local | removeFromPhysicsWorld () |
| Remove this node from physics world. More... | |
| void | updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags) |
| Update the transform matrix from physics. | |
| var | updateTransformFromPhysics ( var parentTransform, var parentFlags) |
| Update the transform matrix from physics. | |
| local | updateTransformFromPhysics ( local parentTransform, local parentFlags) |
| Update the transform matrix from physics. | |
| virtual void | updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY) |
| Update physics body transform matrix. | |
| var | updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY) |
| Update physics body transform matrix. | |
| local | updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY) |
| Update physics body transform matrix. | |
| unsigned short | getCameraMask () const |
| get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true | |
| virtual void | setLocalZOrder (int localZOrder) |
| LocalZOrder is the 'key' used to sort the node relative to its siblings. More... | |
| virtual void | setZOrder (int localZOrder) |
| virtual void | _setLocalZOrder (int z) |
| var | _setLocalZOrder ( var z) |
| local | _setLocalZOrder ( local z) |
| virtual int | getLocalZOrder () const |
| Gets the local Z order of this node. More... | |
| var | getLocalZOrder () |
| Gets the local Z order of this node. More... | |
| local | getLocalZOrder () |
| Gets the local Z order of this node. More... | |
| virtual int | getZOrder () const |
| virtual void | setGlobalZOrder (float globalZOrder) |
| Defines the oder in which the nodes are renderer. More... | |
| local | setGlobalZOrder ( local globalZOrder) |
| Defines the oder in which the nodes are renderer. More... | |
| virtual float | getGlobalZOrder () const |
| Returns the Node's Global Z Order. More... | |
| var | getGlobalZOrder () |
| Returns the Node's Global Z Order. More... | |
| local | getGlobalZOrder () |
| Returns the Node's Global Z Order. More... | |
| virtual void | setScaleX (float scaleX) |
| Sets the scale (x) of the node. More... | |
| local | setScaleX ( local scaleX) |
| Sets the scale (x) of the node. More... | |
| virtual float | getScaleX () const |
| Returns the scale factor on X axis of this node. More... | |
| virtual void | setScaleY (float scaleY) |
| Sets the scale (y) of the node. More... | |
| var | setScaleY ( var scaleY) |
| Sets the scale (y) of the node. More... | |
| local | setScaleY ( local scaleY) |
| Sets the scale (y) of the node. More... | |
| virtual float | getScaleY () const |
| Returns the scale factor on Y axis of this node. More... | |
| virtual void | setScaleZ (float scaleZ) |
| Changes the scale factor on Z axis of this node. More... | |
| var | setScaleZ ( var scaleZ) |
| Changes the scale factor on Z axis of this node. More... | |
| local | setScaleZ ( local scaleZ) |
| Changes the scale factor on Z axis of this node. More... | |
| virtual float | getScaleZ () const |
| Returns the scale factor on Z axis of this node. More... | |
| virtual void | setScale (float scale) |
| Sets the scale (x,y,z) of the node. More... | |
| local | setScale ( local scale) |
| Sets the scale (x,y,z) of the node. More... | |
| virtual float | getScale () const |
| Gets the scale factor of the node, when X and Y have the same scale factor. More... | |
| virtual void | setScale (float scaleX, float scaleY) |
| Sets the scale (x,y) of the node. More... | |
| local | setScale ( local scaleX, local scaleY) |
| Sets the scale (x,y) of the node. More... | |
| virtual void | setPosition (const Vec2 &position) |
| Sets the position (x,y) of the node in its parent's coordinate system. More... | |
| local | setPosition ( local position) |
| Sets the position (x,y) of the node in its parent's coordinate system. More... | |
| virtual void | setNormalizedPosition (const Vec2 &position) |
| Sets the position (x,y) using values between 0 and 1. More... | |
| var | setNormalizedPosition ( var position) |
| Sets the position (x,y) using values between 0 and 1. More... | |
| local | setNormalizedPosition ( local position) |
| Sets the position (x,y) using values between 0 and 1. More... | |
| virtual const Vec2 & | getPosition () const |
| Gets the position (x,y) of the node in its parent's coordinate system. More... | |
| virtual const Vec2 & | getNormalizedPosition () const |
| Returns the normalized position. More... | |
| local | getNormalizedPosition () |
| Returns the normalized position. More... | |
| virtual void | setPosition (float x, float y) |
| Sets the position (x,y) of the node in its parent's coordinate system. More... | |
| var | setPosition ( var x, var y) |
| Sets the position (x,y) of the node in its parent's coordinate system. More... | |
| local | setPosition ( local x, local y) |
| Sets the position (x,y) of the node in its parent's coordinate system. More... | |
| virtual void | getPosition (float *x, float *y) const |
| Gets position in a more efficient way, returns two number instead of a Vec2 object. More... | |
| virtual void | setPositionX (float x) |
| Gets/Sets x or y coordinate individually for position. More... | |
| virtual float | getPositionX (void) const |
| Gets the x coordinate of the node in its parent's coordinate system. More... | |
| virtual void | setPositionY (float y) |
| Sets the y coordinate of the node in its parent's coordinate system. More... | |
| virtual float | getPositionY (void) const |
| Gets the y coordinate of the node in its parent's coordinate system. More... | |
| virtual void | setPosition3D (const Vec3 &position) |
| Sets the position (X, Y, and Z) in its parent's coordinate system. More... | |
| virtual Vec3 | getPosition3D () const |
| Returns the position (X,Y,Z) in its parent's coordinate system. More... | |
| virtual void | setPositionZ (float positionZ) |
| Sets the 'z' coordinate in the position. More... | |
| var | setVertexZ ( var positionZ) |
| Sets the 'z' coordinate in the position. More... | |
| local | setPositionZ ( local positionZ) |
| Sets the 'z' coordinate in the position. More... | |
| virtual void | setVertexZ (float vertexZ) |
| var | setVertexZ ( var vertexZ) |
| local | setVertexZ ( local vertexZ) |
| virtual float | getPositionZ () const |
| Gets position Z coordinate of this node. More... | |
| var | getVertexZ () |
| Gets position Z coordinate of this node. More... | |
| local | getPositionZ () |
| Gets position Z coordinate of this node. More... | |
| virtual float | getVertexZ () const |
| virtual void | setSkewX (float skewX) |
| Changes the X skew angle of the node in degrees. More... | |
| local | setSkewX ( local skewX) |
| Changes the X skew angle of the node in degrees. More... | |
| virtual float | getSkewX () const |
| Returns the X skew angle of the node in degrees. More... | |
| var | getSkewX () |
| Returns the X skew angle of the node in degrees. More... | |
| local | getSkewX () |
| Returns the X skew angle of the node in degrees. More... | |
| virtual void | setSkewY (float skewY) |
| Changes the Y skew angle of the node in degrees. More... | |
| var | setSkewY ( var skewY) |
| Changes the Y skew angle of the node in degrees. More... | |
| local | setSkewY ( local skewY) |
| Changes the Y skew angle of the node in degrees. More... | |
| virtual float | getSkewY () const |
| Returns the Y skew angle of the node in degrees. More... | |
| var | getSkewY () |
| Returns the Y skew angle of the node in degrees. More... | |
| local | getSkewY () |
| Returns the Y skew angle of the node in degrees. More... | |
| virtual void | setAnchorPoint (const Vec2 &anchorPoint) |
| Sets the anchor point in percent. More... | |
| local | setAnchorPoint ( local anchorPoint) |
| Sets the anchor point in percent. More... | |
| virtual const Vec2 & | getAnchorPoint () const |
| Returns the anchor point in percent. More... | |
| local | getAnchorPoint () |
| Returns the anchor point in percent. More... | |
| virtual const Vec2 & | getAnchorPointInPoints () const |
| Returns the anchorPoint in absolute pixels. More... | |
| local | getAnchorPointInPoints () |
| Returns the anchorPoint in absolute pixels. More... | |
| virtual void | setContentSize (const Size &contentSize) |
| Sets the untransformed size of the node. More... | |
| var | setContentSize ( var contentSize) |
| Sets the untransformed size of the node. More... | |
| local | setContentSize ( local contentSize) |
| Sets the untransformed size of the node. More... | |
| virtual const Size & | getContentSize () const |
| Returns the untransformed size of the node. More... | |
| local | getContentSize () |
| Returns the untransformed size of the node. More... | |
| virtual void | setVisible (bool visible) |
| Sets whether the node is visible. More... | |
| local | setVisible ( local visible) |
| Sets whether the node is visible. More... | |
| virtual bool | isVisible () const |
| Determines if the node is visible. More... | |
| virtual void | setRotation (float rotation) |
| Sets the rotation (angle) of the node in degrees. More... | |
| local | setRotation ( local rotation) |
| Sets the rotation (angle) of the node in degrees. More... | |
| virtual float | getRotation () const |
| Returns the rotation of the node in degrees. More... | |
| virtual void | setRotation3D (const Vec3 &rotation) |
| Sets the rotation (X,Y,Z) in degrees. More... | |
| local | setRotation3D ( local rotation) |
| Sets the rotation (X,Y,Z) in degrees. More... | |
| virtual Vec3 | getRotation3D () const |
| Returns the rotation (X,Y,Z) in degrees. More... | |
| virtual void | setRotationQuat (const Quaternion &quat) |
| Set rotation by quaternion. More... | |
| local | setRotationQuat ( local quat) |
| Set rotation by quaternion. More... | |
| virtual Quaternion | getRotationQuat () const |
| Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise. More... | |
| virtual void | setRotationSkewX (float rotationX) |
| Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
| local | setRotationSkewX ( local rotationX) |
| Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
| virtual void | setRotationX (float rotationX) |
| var | setRotationX ( var rotationX) |
| local | setRotationX ( local rotationX) |
| virtual float | getRotationSkewX () const |
| Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
| var | getRotationX () |
| Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
| local | getRotationSkewX () |
| Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
| virtual float | getRotationX () const |
| var | getRotationX () |
| local | getRotationX () |
| virtual void | setRotationSkewY (float rotationY) |
| Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
| local | setRotationSkewY ( local rotationY) |
| Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
| virtual void | setRotationY (float rotationY) |
| local | setRotationY ( local rotationY) |
| virtual float | getRotationSkewY () const |
| Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
| local | getRotationSkewY () |
| Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
| virtual float | getRotationY () const |
| void | setOrderOfArrival (int orderOfArrival) |
| Sets the arrival order when this node has a same ZOrder with other children. More... | |
| int | getOrderOfArrival () const |
| Returns the arrival order, indicates which children is added previously. More... | |
| void | setGLServerState (int serverState) |
| var | setGLServerState ( var serverState) |
| int | getGLServerState () const |
| virtual void | ignoreAnchorPointForPosition (bool ignore) |
| Sets whether the anchor point will be (0,0) when you position this node. More... | |
| virtual bool | isIgnoreAnchorPointForPosition () const |
| Gets whether the anchor point will be (0,0) when you position this node. More... | |
| virtual void | addChild (Node *child) |
| Adds a child to the container with z-order as 0. More... | |
| var | addChild ( var child) |
| Adds a child to the container with z-order as 0. More... | |
| local | addChild ( local child) |
| Adds a child to the container with z-order as 0. More... | |
| virtual void | addChild (Node *child, int localZOrder) |
| Adds a child to the container with a local z-order. More... | |
| local | addChild ( local child, local localZOrder) |
| Adds a child to the container with a local z-order. More... | |
| virtual void | addChild (Node *child, int localZOrder, int tag) |
| Adds a child to the container with z order and tag. More... | |
| local | addChild ( local child, local localZOrder, local tag) |
| Adds a child to the container with z order and tag. More... | |
| virtual void | addChild (Node *child, int localZOrder, const std::string &name) |
| Adds a child to the container with z order and tag. More... | |
| local | addChild ( local child, local localZOrder, local name) |
| Adds a child to the container with z order and tag. More... | |
| virtual Node * | getChildByTag (int tag) const |
| Gets a child from the container with its tag. More... | |
| var | getChildByTag ( var tag) |
| Gets a child from the container with its tag. More... | |
| local | getChildByTag ( local tag) |
| Gets a child from the container with its tag. More... | |
| virtual Node * | getChildByName (const std::string &name) const |
| Gets a child from the container with its name. More... | |
| local | getChildByName ( local name) |
| Gets a child from the container with its name. More... | |
| template<typename T > | |
| T | getChildByName (const std::string &name) const |
| Gets a child from the container with its name that can be cast to Type T. More... | |
| virtual void | enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const |
| Search the children of the receiving node to perform processing for nodes which share a name. More... | |
| virtual Vector< Node * > & | getChildren () |
| Returns the array of the node's children. More... | |
| local | getChildren () |
| Returns the array of the node's children. More... | |
| virtual const Vector< Node * > & | getChildren () const |
| local | getChildren () |
| virtual ssize_t | getChildrenCount () const |
| Returns the amount of children. More... | |
| var | getChildrenCount () |
| Returns the amount of children. More... | |
| local | getChildrenCount () |
| Returns the amount of children. More... | |
| virtual void | setParent (Node *parent) |
| Sets the parent node. More... | |
| local | setParent ( local parent) |
| Sets the parent node. More... | |
| virtual Node * | getParent () |
| Returns a pointer to the parent node. More... | |
| virtual const Node * | getParent () const |
| virtual void | removeFromParent () |
| Removes this node itself from its parent node with a cleanup. More... | |
| virtual void | removeFromParentAndCleanup (bool cleanup) |
| Removes this node itself from its parent node. More... | |
| local | removeFromParent ( local cleanup) |
| Removes this node itself from its parent node. More... | |
| virtual void | removeChild (Node *child, bool cleanup=true) |
| Removes a child from the container. More... | |
| local | removeChild ( local child, local true) |
| Removes a child from the container. More... | |
| virtual void | removeChildByTag (int tag, bool cleanup=true) |
| Removes a child from the container by tag value. More... | |
| local | removeChildByTag ( local tag, local true) |
| Removes a child from the container by tag value. More... | |
| virtual void | removeChildByName (const std::string &name, bool cleanup=true) |
| Removes a child from the container by tag value. More... | |
| var | removeChildByName ( var name, var true) |
| Removes a child from the container by tag value. More... | |
| local | removeChildByName ( local name, local true) |
| Removes a child from the container by tag value. More... | |
| virtual void | removeAllChildren () |
| Removes all children from the container with a cleanup. More... | |
| var | removeAllChildren () |
| Removes all children from the container with a cleanup. More... | |
| local | removeAllChildren () |
| Removes all children from the container with a cleanup. More... | |
| virtual void | removeAllChildrenWithCleanup (bool cleanup) |
| Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More... | |
| var | removeAllChildren ( var cleanup) |
| Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More... | |
| local | removeAllChildren ( local cleanup) |
| Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More... | |
| virtual void | reorderChild (Node *child, int localZOrder) |
| Reorders a child according to a new z value. More... | |
| local | reorderChild ( local child, local localZOrder) |
| Reorders a child according to a new z value. More... | |
| virtual void | sortAllChildren () |
| Sorts the children array once before drawing, instead of every time when a child is added or reordered. More... | |
| virtual int | getTag () const |
| Returns a tag that is used to identify the node easily. More... | |
| virtual void | setTag (int tag) |
| Changes the tag that is used to identify the node easily. More... | |
| local | setTag ( local tag) |
| Changes the tag that is used to identify the node easily. More... | |
| virtual std::string | getName () const |
| Returns a string that is used to identify the node. More... | |
| local | getName () |
| Returns a string that is used to identify the node. More... | |
| virtual void | setName (const std::string &name) |
| Changes the name that is used to identify the node easily. More... | |
| var | setName ( var name) |
| Changes the name that is used to identify the node easily. More... | |
| local | setName ( local name) |
| Changes the name that is used to identify the node easily. More... | |
| virtual void * | getUserData () |
| Returns a custom user data pointer. More... | |
| virtual const void * | getUserData () const |
| virtual void | setUserData (void *userData) |
| Sets a custom user data pointer. More... | |
| virtual Ref * | getUserObject () |
| Returns a user assigned Object. More... | |
| virtual const Ref * | getUserObject () const |
| virtual void | setUserObject (Ref *userObject) |
| Returns a user assigned Object. More... | |
| local | setUserObject ( local userObject) |
| Returns a user assigned Object. More... | |
| GLProgram * | getGLProgram () const |
| Return the GLProgram (shader) currently used for this node. More... | |
| var | getGLProgram () |
| Return the GLProgram (shader) currently used for this node. More... | |
| local | getGLProgram () |
| Return the GLProgram (shader) currently used for this node. More... | |
| GLProgram * | getShaderProgram () const |
| var | getShaderProgram () |
| local | getShaderProgram () |
| virtual void | setGLProgram (GLProgram *glprogram) |
| Sets the shader program for this node. More... | |
| var | setGLProgram ( var glprogram) |
| Sets the shader program for this node. More... | |
| local | setGLProgram ( local glprogram) |
| Sets the shader program for this node. More... | |
| void | setShaderProgram (GLProgram *glprogram) |
| var | setShaderProgram ( var glprogram) |
| local | setShaderProgram ( local glprogram) |
| GLProgramState * | getGLProgramState () const |
| Return the GLProgramState currently used for this node. More... | |
| var | getGLProgramState () |
| Return the GLProgramState currently used for this node. More... | |
| local | getGLProgramState () |
| Return the GLProgramState currently used for this node. More... | |
| virtual void | setGLProgramState (GLProgramState *glProgramState) |
| Set the GLProgramState for this node. More... | |
| var | setGLProgramState ( var glProgramState) |
| Set the GLProgramState for this node. More... | |
| local | setGLProgramState ( local glProgramState) |
| Set the GLProgramState for this node. More... | |
| virtual void | onEnterTransitionDidFinish () |
| Event callback that is invoked when the Node enters in the 'stage'. More... | |
| virtual void | onExit () |
| Event callback that is invoked every time the Node leaves the 'stage'. More... | |
| virtual void | onExitTransitionDidStart () |
| Event callback that is called every time the Node leaves the 'stage'. More... | |
| virtual void | setActionManager (ActionManager *actionManager) |
| Sets the ActionManager object that is used by all actions. More... | |
| var | setActionManager ( var actionManager) |
| Sets the ActionManager object that is used by all actions. More... | |
| local | setActionManager ( local actionManager) |
| Sets the ActionManager object that is used by all actions. More... | |
| virtual ActionManager * | getActionManager () |
| Gets the ActionManager object that is used by all actions. More... | |
| local | getActionManager () |
| Gets the ActionManager object that is used by all actions. More... | |
| virtual const ActionManager * | getActionManager () const |
| virtual Action * | runAction (Action *action) |
| Executes an action, and returns the action that is executed. More... | |
| local | runAction ( local action) |
| Executes an action, and returns the action that is executed. More... | |
| void | stopAllActions () |
| Stops and removes all actions from the running action list . | |
| void | stopAction (Action *action) |
| Stops and removes an action from the running action list. More... | |
| var | stopAction ( var action) |
| Stops and removes an action from the running action list. More... | |
| local | stopAction ( local action) |
| Stops and removes an action from the running action list. More... | |
| void | stopActionByTag (int tag) |
| Removes an action from the running action list by its tag. More... | |
| var | stopActionByTag ( var tag) |
| Removes an action from the running action list by its tag. More... | |
| local | stopActionByTag ( local tag) |
| Removes an action from the running action list by its tag. More... | |
| void | stopAllActionsByTag (int tag) |
| Removes all actions from the running action list by its tag. More... | |
| var | stopAllActionsByTag ( var tag) |
| Removes all actions from the running action list by its tag. More... | |
| local | stopAllActionsByTag ( local tag) |
| Removes all actions from the running action list by its tag. More... | |
| Action * | getActionByTag (int tag) |
| Gets an action from the running action list by its tag. More... | |
| ssize_t | getNumberOfRunningActions () const |
| Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More... | |
| local | getNumberOfRunningActions () |
| Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More... | |
| ssize_t | numberOfRunningActions () const |
| var | numberOfRunningActions () |
| local | numberOfRunningActions () |
| virtual void | setScheduler (Scheduler *scheduler) |
| Sets a Scheduler object that is used to schedule all "updates" and timers. More... | |
| virtual Scheduler * | getScheduler () |
| Gets a Sheduler object. More... | |
| local | getScheduler () |
| Gets a Sheduler object. More... | |
| virtual const Scheduler * | getScheduler () const |
| bool | isScheduled (SEL_SCHEDULE selector) |
| Checks whether a selector is scheduled. More... | |
| bool | isScheduled (const std::string &key) |
| Checks whether a lambda function is scheduled. More... | |
| void | scheduleUpdate (void) |
| Schedules the "update" method. More... | |
| void | scheduleUpdateWithPriority (int priority) |
| Schedules the "update" method with a custom priority. More... | |
| var | scheduleUpdateWithPriority ( var priority) |
| Schedules the "update" method with a custom priority. More... | |
| void | unscheduleUpdate (void) |
| var | unscheduleUpdate () |
| local | unscheduleUpdate () |
| void | schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay) |
| Schedules a custom selector. More... | |
| void | schedule (SEL_SCHEDULE selector, float interval) |
| Schedules a custom selector with an interval time in seconds. More... | |
| void | scheduleOnce (SEL_SCHEDULE selector, float delay) |
| Schedules a selector that runs only once, with a delay of 0 or larger. More... | |
| var | scheduleOnce ( var selector, var delay) |
| Schedules a selector that runs only once, with a delay of 0 or larger. More... | |
| void | scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key) |
| Schedules a lambda function that runs only once, with a delay of 0 or larger. More... | |
| void | schedule (SEL_SCHEDULE selector) |
| Schedules a custom selector, the scheduled selector will be ticked every frame. More... | |
| void | schedule (const std::function< void(float)> &callback, const std::string &key) |
| Schedules a lambda function. More... | |
| void | schedule (const std::function< void(float)> &callback, float interval, const std::string &key) |
| Schedules a lambda function. More... | |
| void | schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key) |
| Schedules a lambda function. More... | |
| var | schedule ( var callback, var interval, var repeat, var delay, var key) |
| Schedules a lambda function. More... | |
| void | unschedule (SEL_SCHEDULE selector) |
| Unschedules a custom selector. More... | |
| var | unschedule ( var selector) |
| Unschedules a custom selector. More... | |
| void | unschedule (const std::string &key) |
| Unschedules a lambda function. More... | |
| void | unscheduleAllCallbacks () |
| Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. More... | |
| void | unscheduleAllSelectors () |
| var | unscheduleAllSelectors () |
| local | unscheduleAllSelectors () |
| virtual void | resume (void) |
| Resumes all scheduled selectors, actions and event listeners. More... | |
| local | resume () |
| Resumes all scheduled selectors, actions and event listeners. More... | |
| virtual void | pause (void) |
| Pauses all scheduled selectors, actions and event listeners. More... | |
| local | pause () |
| Pauses all scheduled selectors, actions and event listeners. More... | |
| void | resumeSchedulerAndActions () |
| Resumes all scheduled selectors, actions and event listeners. More... | |
| void | pauseSchedulerAndActions () |
| Pauses all scheduled selectors, actions and event listeners. More... | |
| var | pauseSchedulerAndActions () |
| Pauses all scheduled selectors, actions and event listeners. More... | |
| local | pauseSchedulerAndActions () |
| Pauses all scheduled selectors, actions and event listeners. More... | |
| virtual void | update (float delta) |
| Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More... | |
| var | update ( var delta) |
| Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More... | |
| local | update ( local delta) |
| Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More... | |
| virtual void | updateTransform () |
| Calls children's updateTransform() method recursively. More... | |
| var | updateTransform () |
| Calls children's updateTransform() method recursively. More... | |
| local | updateTransform () |
| Calls children's updateTransform() method recursively. More... | |
| virtual const Mat4 & | getNodeToParentTransform () const |
| Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
| virtual AffineTransform | getNodeToParentAffineTransform () const |
| local | getNodeToParentAffineTransform () |
| virtual void | setNodeToParentTransform (const Mat4 &transform) |
| Sets the transformation matrix manually. More... | |
| virtual AffineTransform | nodeToParentTransform () const |
| local | nodeToParentTransform () |
| virtual const Mat4 & | getParentToNodeTransform () const |
| Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
| var | getParentToNodeTransform () |
| Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
| local | getParentToNodeTransform () |
| Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
| virtual AffineTransform | getParentToNodeAffineTransform () const |
| local | getParentToNodeAffineTransform () |
| virtual AffineTransform | parentToNodeTransform () const |
| local | parentToNodeTransform () |
| virtual Mat4 | getNodeToWorldTransform () const |
| Returns the world affine transform matrix. More... | |
| virtual AffineTransform | getNodeToWorldAffineTransform () const |
| local | getNodeToWorldAffineTransform () |
| virtual AffineTransform | nodeToWorldTransform () const |
| local | nodeToWorldTransform () |
| virtual Mat4 | getWorldToNodeTransform () const |
| Returns the inverse world affine transform matrix. More... | |
| var | getWorldToNodeTransform () |
| Returns the inverse world affine transform matrix. More... | |
| local | getWorldToNodeTransform () |
| Returns the inverse world affine transform matrix. More... | |
| virtual AffineTransform | getWorldToNodeAffineTransform () const |
| local | getWorldToNodeAffineTransform () |
| virtual AffineTransform | worldToNodeTransform () const |
| local | worldToNodeTransform () |
| Vec2 | convertToNodeSpace (const Vec2 &worldPoint) const |
| Converts a Vec2 to node (local) space coordinates. More... | |
| var | convertToNodeSpace ( var worldPoint) |
| Converts a Vec2 to node (local) space coordinates. More... | |
| local | convertToNodeSpace ( local worldPoint) |
| Converts a Vec2 to node (local) space coordinates. More... | |
| Vec2 | convertToWorldSpace (const Vec2 &nodePoint) const |
| Converts a Vec2 to world space coordinates. More... | |
| Vec2 | convertToNodeSpaceAR (const Vec2 &worldPoint) const |
| Converts a Vec2 to node (local) space coordinates. More... | |
| Vec2 | convertToWorldSpaceAR (const Vec2 &nodePoint) const |
| Converts a local Vec2 to world space coordinates.The result is in Points. More... | |
| Vec2 | convertTouchToNodeSpace (Touch *touch) const |
| convenience methods which take a Touch instead of Vec2. More... | |
| Vec2 | convertTouchToNodeSpaceAR (Touch *touch) const |
| converts a Touch (world coordinates) into a local coordinate. More... | |
| void | setAdditionalTransform (Mat4 *additionalTransform) |
| Sets an additional transform matrix to the node. More... | |
| void | setAdditionalTransform (const AffineTransform &additionalTransform) |
| var | setAdditionalTransform ( var additionalTransform) |
| local | setAdditionalTransform ( local additionalTransform) |
| Component * | getComponent (const std::string &name) |
| Gets a component by its name. More... | |
| var | getComponent ( var name) |
| Gets a component by its name. More... | |
| local | getComponent ( local name) |
| Gets a component by its name. More... | |
| virtual bool | addComponent (Component *component) |
| Adds a component. More... | |
| virtual bool | removeComponent (const std::string &name) |
| Removes a component by its name. More... | |
| virtual bool | removeComponent (Component *component) |
| Removes a component by its pointer. More... | |
| virtual void | removeAllComponents () |
| Removes all components. | |
| virtual std::string | getDescription () const |
| Gets the description string. More... | |
Public Member Functions inherited from Ref | |
| void | retain () |
| Retains the ownership. More... | |
| void | release () |
| Releases the ownership immediately. More... | |
| Ref * | autorelease () |
| Releases the ownership sometime soon automatically. More... | |
| unsigned int | getReferenceCount () const |
| Returns the Ref's current reference count. More... | |
| virtual | ~Ref () |
| Destructor. More... | |
Static Public Member Functions | |
| static Terrain * | create (TerrainData ¶meter, CrackFixedType fixedType=CrackFixedType::INCREASE_LOWER) |
| create entry | |
Static Public Member Functions inherited from Node | |
| static Node * | create () |
| Allocates and initializes a node. More... | |
| var | create () |
| Allocates and initializes a node. More... | |
| local | create () |
| Allocates and initializes a node. More... | |
Additional Inherited Members | |
Public Attributes inherited from Ref | |
| unsigned int | _ID |
| object id, ScriptSupport need public _ID | |
| int | _luaID |
| Lua reference id. | |
| void * | _scriptObject |
| scriptObject, support for swift | |
Static Public Attributes inherited from Node | |
| static const int | INVALID_TAG = -1 |
| Default tag used for all the nodes. | |
| var | INVALID_TAG = -1 |
| Default tag used for all the nodes. | |
| local | INVALID_TAG = -1 |
| Default tag used for all the nodes. | |
Terrain Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images.
Terrains can be constructed from several different internal formats heightmap sources:
Terrain use TerrainData struct to initialize.the TerrainData struct warp all parameters that Terrain initialization need. TerrainData provide several handy constructor for users
Surface detail is provided via texture splatting, where multiple Detail texture layers can be added along with alpha map to define how different Detail texture blend with each other. These DetailTexture can be defined in TerrainData. The number of supported Detail texture is Four. although typically 2-3 levels is sufficient. For simple usage ,surface detail also is provided via simple Texture.
Internally, Terrain is divide into smaller, more manageable chunks, which can be culled separately for more efficient rendering. The size of the terrain chunks can be controlled via the chunkSize property in TerrainData.
Chunks are managed under the QuadTree.As DE FACTO terminal Node of the QuadTree; let us cull chunks efficientlly to reduce drawCall amount And reduce the VBOs'Size that pass to the GPU.
Level of detail (LOD) is supported using a technique that is similar to texture mipmapping – called GeoMapping. A distance-to-camera based test used to decide the appropriate LOD for a terrain chunk. The number of LOD levels is 0 by default (which means only the base level is used),the maxium number of LOD levels is 4. Of course ,you can hack the value individually.
Finally, when LOD is enabled, cracks can begin to appear between terrain Chunks of different LOD levels. An acceptable solution might be to simply reduce the lower LOD(high detail,smooth) chunks border, And let the higher LOD(rough) chunks to seamlessly connect it.
We can use ray-terrain intersection to pick a point of the terrain; Also we can get an arbitrary point of the terrain's height and normal vector for convenience .
| float getHeight | ( | float | x, |
| float | z, | ||
| Vec3 * | normal = nullptr |
||
| ) |
get specified position's height mapping to the terrain,use bi-linear interpolation method
| x | the X position |
| y | the Z position |
| normal | the specified position's normal vector in terrain . if this argument is NULL or nullptr,Normal calculation shall be skip. |
| var getHeight | ( | var | x, |
| var | z, | ||
| var | normal = nullptr |
||
| ) |
get specified position's height mapping to the terrain,use bi-linear interpolation method
| x | the X position |
| y | the Z position |
| normal | the specified position's normal vector in terrain . if this argument is NULL or nullptr,Normal calculation shall be skip. |
| local getHeight | ( | local | x, |
| local | z, | ||
| local | normal = nullptr |
||
| ) |
get specified position's height mapping to the terrain,use bi-linear interpolation method
| x | the X position |
| y | the Z position |
| normal | the specified position's normal vector in terrain . if this argument is NULL or nullptr,Normal calculation shall be skip. |
get specified position's height mapping to the terrain,use bi-linear interpolation method
| pos | the position (X,Z) |
| normal | the specified position's normal vector in terrain . if this argument is NULL or nullptr,Normal calculation shall be skip. |
| var getHeight | ( | var | pos, |
| var | Normal = nullptr |
||
| ) |
get specified position's height mapping to the terrain,use bi-linear interpolation method
| pos | the position (X,Z) |
| normal | the specified position's normal vector in terrain . if this argument is NULL or nullptr,Normal calculation shall be skip. |
| local getHeight | ( | local | pos, |
| local | Normal = nullptr |
||
| ) |
get specified position's height mapping to the terrain,use bi-linear interpolation method
| pos | the position (X,Z) |
| normal | the specified position's normal vector in terrain . if this argument is NULL or nullptr,Normal calculation shall be skip. |
| Vec3 getNormal | ( | int | pixelX, |
| int | pixelY | ||
| ) |
get the normal of the specified pistion in terrain
| var getNormal | ( | var | pixelX, |
| var | pixelY | ||
| ) |
get the normal of the specified pistion in terrain
| local getNormal | ( | local | pixelX, |
| local | pixelY | ||
| ) |
get the normal of the specified pistion in terrain
| void setDrawWire | ( | bool | boolValue | ) |
show the wireline instead of the surface,Debug Use only.
only support desktop platform
| var setDrawWire | ( | var | boolValue | ) |
show the wireline instead of the surface,Debug Use only.
only support desktop platform
| local setDrawWire | ( | local | boolValue | ) |
show the wireline instead of the surface,Debug Use only.
only support desktop platform
|
overridevirtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
glEnableClientState(GL_VERTEX_ARRAY);glEnableClientState(GL_COLOR_ARRAY);glEnableClientState(GL_TEXTURE_COORD_ARRAY);glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.| renderer | A given renderer. |
| transform | A transform matrix. |
| flags | Renderer flag. |
Reimplemented from Node.
|
overridevirtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
glEnableClientState(GL_VERTEX_ARRAY);glEnableClientState(GL_COLOR_ARRAY);glEnableClientState(GL_TEXTURE_COORD_ARRAY);glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.| renderer | A given renderer. |
| transform | A transform matrix. |
| flags | Renderer flag. |
Reimplemented from Node.
|
overridevirtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
glEnableClientState(GL_VERTEX_ARRAY);glEnableClientState(GL_COLOR_ARRAY);glEnableClientState(GL_TEXTURE_COORD_ARRAY);glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.| renderer | A given renderer. |
| transform | A transform matrix. |
| flags | Renderer flag. |
Reimplemented from Node.
Ray-Terrain intersection.
| var getIntersectionPoint | ( | var | ray | ) |
Ray-Terrain intersection.
| local getIntersectionPoint | ( | local | ray | ) |
Ray-Terrain intersection.