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Axmol 3.0.0-89d6d9a
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Copyright 2013 BlackBerry Inc. More...
Namespaces | |
| namespace | rhi |
| Command used to render one or more Triangles, which is similar to QuadCommand. | |
Classes | |
| class | PointArray |
| An Array that contain control points. More... | |
| class | CardinalSplineTo |
| Cardinal Spline path. More... | |
| class | CardinalSplineBy |
| Cardinal Spline path. More... | |
| class | CatmullRomTo |
| An action that moves the target with a CatmullRom curve to a destination point. More... | |
| class | CatmullRomBy |
| An action that moves the target with a CatmullRom curve by a certain distance. More... | |
| class | ActionCoroutine |
| Base class for Coroutine actions. More... | |
| class | GridAction |
| Base class for Grid actions. More... | |
| class | Grid3DAction |
| Base class for Grid3D actions. More... | |
| class | TiledGrid3DAction |
| Base class for TiledGrid3D actions. More... | |
| class | AccelDeccelAmplitude |
| AccelDeccelAmplitude action. More... | |
| class | AccelAmplitude |
| AccelAmplitude action. More... | |
| class | DeccelAmplitude |
| DeccelAmplitude action. More... | |
| class | StopGrid |
| StopGrid action. More... | |
| class | ReuseGrid |
| ReuseGrid action. More... | |
| class | Waves3D |
| Waves3D action. More... | |
| class | FlipX3D |
| FlipX3D action. More... | |
| class | FlipY3D |
| FlipY3D action. More... | |
| class | Lens3D |
| Lens3D action. More... | |
| class | Ripple3D |
| Ripple3D action. More... | |
| class | Shaky3D |
| Shaky3D action. More... | |
| class | Liquid |
| Liquid action. More... | |
| class | Waves |
| Waves action. More... | |
| class | Twirl |
| Twirl action. More... | |
| class | ActionInstant |
| Instant actions are immediate actions. More... | |
| class | Show |
| Show the node. More... | |
| class | Hide |
| Hide the node. More... | |
| class | ToggleVisibility |
| Toggles the visibility of a node. More... | |
| class | RemoveSelf |
| Remove the node. More... | |
| class | FlipX |
| Flips the sprite horizontally. More... | |
| class | FlipY |
| Flips the sprite vertically. More... | |
| class | Place |
| Places the node in a certain position. More... | |
| class | CallFunc |
| Calls a 'callback'. More... | |
| class | CallFuncN |
| Calls a 'callback' with the node as the first argument. More... | |
| class | ActionInterval |
| An interval action is an action that takes place within a certain period of time. More... | |
| class | Sequence |
| Runs actions sequentially, one after another. More... | |
| class | Repeat |
| Repeats an action a number of times. More... | |
| class | RepeatForever |
| Repeats an action for ever. More... | |
| class | Spawn |
| Spawn a new action immediately. More... | |
| class | RotateTo |
| Rotates a Node object to a certain angle by modifying it's rotation attribute. More... | |
| class | RotateBy |
| Rotates a Node object clockwise a number of degrees by modifying it's rotation attribute. More... | |
| class | MoveBy |
| Moves a Node object x,y pixels by modifying it's position attribute. More... | |
| class | MoveTo |
| Moves a Node object to the position x,y. More... | |
| class | SkewTo |
| Skews a Node object to given angles by modifying it's skewX and skewY attributes. More... | |
| class | SkewBy |
| Skews a Node object by skewX and skewY degrees. More... | |
| class | ResizeTo |
| Resize a Node object to the final size by modifying it's 'size' attribute. More... | |
| class | ResizeBy |
| Resize a Node object by a size. More... | |
| class | JumpBy |
| Moves a Node object simulating a parabolic jump movement by modifying it's position attribute. More... | |
| class | JumpTo |
| Moves a Node object to a parabolic position simulating a jump movement by modifying it's position attribute. More... | |
| class | BezierBy |
| An action that moves the target with a cubic Bezier curve by a certain distance. More... | |
| class | BezierTo |
| An action that moves the target with a cubic Bezier curve to a destination point. More... | |
| class | ScaleTo |
| Scales a Node object to a zoom factor by modifying it's scale attribute. More... | |
| class | ScaleBy |
| Scales a Node object a zoom factor by modifying it's scale attribute. More... | |
| class | Blink |
| Blinks a Node object by modifying it's visible attribute. More... | |
| class | FadeTo |
| Fades an object that implements the RGBAProtocol protocol. More... | |
| class | FadeIn |
| Fades In an object that implements the RGBAProtocol protocol. More... | |
| class | FadeOut |
| Fades Out an object that implements the RGBAProtocol protocol. More... | |
| class | TintTo |
| Tints a Node that implements the NodeRGB protocol from current tint to a custom one. More... | |
| class | TintBy |
| Tints a Node that implements the NodeRGB protocol from current tint to a custom one. More... | |
| class | DelayTime |
| Delays the action a certain amount of seconds. More... | |
| class | ReverseTime |
| Executes an action in reverse order, from time=duration to time=0. More... | |
| class | Animate |
| Animates a sprite given the name of an Animation. More... | |
| class | TargetedAction |
| Overrides the target of an action so that it always runs on the target specified at action creation rather than the one specified by runAction. More... | |
| class | ActionFloat |
| Action used to animate any value in range [from,to] over specified time interval. More... | |
| class | ActionManager |
| ActionManager is a singleton that manages all the actions. More... | |
| class | PageTurn3D |
| This action simulates a page turn from the bottom right hand corner of the screen. More... | |
| class | ProgressTo |
| Progress to percentage. More... | |
| class | ProgressFromTo |
| Progress from a percentage to another percentage. More... | |
| class | ShakyTiles3D |
| ShakyTiles3D action. More... | |
| class | ShatteredTiles3D |
| ShatteredTiles3D action. More... | |
| class | ShuffleTiles |
| ShuffleTiles action. More... | |
| class | FadeOutTRTiles |
| FadeOutTRTiles action. More... | |
| class | FadeOutBLTiles |
| FadeOutBLTiles action. More... | |
| class | FadeOutUpTiles |
| FadeOutUpTiles action. More... | |
| class | FadeOutDownTiles |
| FadeOutDownTiles action. More... | |
| class | TurnOffTiles |
| TurnOffTiles action. More... | |
| class | WavesTiles3D |
| WavesTiles3D action. More... | |
| class | JumpTiles3D |
| JumpTiles3D action. More... | |
| class | SplitRows |
| SplitRows action. More... | |
| class | SplitCols |
| SplitCols action. More... | |
| class | ActionTweenDelegate |
| The delegate class for ActionTween. More... | |
| class | ActionTween |
| ActionTween. More... | |
| class | AnchoredSprite |
| Anchored Sprite. More... | |
| class | AnimationFrame |
| A frame of the animation. More... | |
| class | Animation |
| A Animation object is used to perform animations on the Sprite objects. More... | |
| class | AnimationCache |
| Singleton that manages the Animations. More... | |
| class | AtlasNode |
| AtlasNode is a subclass of Node that implements the RGBAProtocol and TextureProtocol protocol. More... | |
| class | PolygonInfo |
| PolygonInfo is an object holding the required data to display Sprites. More... | |
| class | AutoPolygon |
| AutoPolygon is a helper Object AutoPolygon's purpose is to process an image into 2d polygon mesh in runtime It has functions for each step in the process, from tracing all the points, to triangulation the result can be then passed to Sprite::create() to create a Polygon Sprite. More... | |
| class | ClippingNode |
| ClippingNode is a subclass of Node. More... | |
| class | ClippingRectangleNode |
| Clipping Rectangle Node. More... | |
| class | DrawNode |
| Node that draws dots, segments and polygons. More... | |
| struct | TilesetBatch |
| Per-tileset rendering batch used by FastTMXLayer. More... | |
| class | FastTMXLayer |
| FastTMXLayer represents the TMX layer. More... | |
| class | TMXTileAnimTask |
| TMXTileAnimTask represents the frame-tick task of an animated tile. More... | |
| class | TMXTileAnimManager |
| TMXTileAnimManager controls all tile animation of a layer. More... | |
| class | FastTMXTiledMap |
| FastTMXTiledMap knows how to parse and render a TMX map. More... | |
| class | FontFreeType |
| FontFreeType is a class of rendering ttf/ttc characters. More... | |
| class | GridBase |
| Base class for Other grid. More... | |
| class | Grid3D |
| Grid3D is a 3D grid implementation. More... | |
| class | TiledGrid3D |
| TiledGrid3D is a 3D grid implementation. More... | |
| class | Label |
| Label is a subclass of Node that knows how to render text labels. More... | |
| class | LabelAtlas |
| LabelAtlas is a subclass of AtlasNode. More... | |
| class | LayerColor |
| LayerColor is a subclass of Layer that implements the RGBAProtocol protocol. More... | |
| class | LayerGradient |
| LayerGradient is a subclass of LayerColor that draws gradients across the background. More... | |
| class | LayerRadialGradient |
| LayerRadialGradient is a subclass of Layer that draws radial gradients across the background. More... | |
| class | LayerMultiplex |
| MultipleLayer is a Layer with the ability to multiplex it's children. More... | |
| class | Menu |
| A Menu for touch handling. More... | |
| class | MenuItem |
| MenuItem base class. More... | |
| class | MenuItemLabel |
| An abstract class for "label" MenuItemLabel items. More... | |
| class | MenuItemAtlasFont |
| A MenuItemAtlasFont. More... | |
| class | MenuItemFont |
| A MenuItemFont. More... | |
| class | MenuItemSprite |
| MenuItemSprite accepts Node<RGBAProtocol> objects as items. More... | |
| class | MenuItemImage |
| MenuItemImage accepts images as items. More... | |
| class | MenuItemToggle |
| A MenuItemToggle. More... | |
| class | MotionStreak |
| Creates a trailing path. More... | |
| class | NodeGrid |
| Base class for Grid Node. More... | |
| class | ParallaxNode |
| ParallaxNode: A node that simulates a parallax scroller. More... | |
| class | ParticleBatchNode |
| ParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More... | |
| class | ParticleFire |
| A fire particle system. More... | |
| class | ParticleFireworks |
| A fireworks particle system. More... | |
| class | ParticleSun |
| A sun particle system. More... | |
| class | ParticleGalaxy |
| A galaxy particle system. More... | |
| class | ParticleFlower |
| A flower particle system. More... | |
| class | ParticleMeteor |
| A meteor particle system. More... | |
| class | ParticleSpiral |
| An spiral particle system. More... | |
| class | ParticleExplosion |
| An explosion particle system. More... | |
| class | ParticleSmoke |
| An smoke particle system. More... | |
| class | ParticleSnow |
| An snow particle system. More... | |
| class | ParticleRain |
| A rain particle system. More... | |
| struct | EmissionShape |
| Particle emission shapes. More... | |
| struct | ParticleEmissionMaskDesc |
| Particle emission mask descriptor. More... | |
| struct | ParticleAnimationDesc |
| Structure that contains animation description. More... | |
| struct | ParticleFrameDesc |
| Structure that contains frame description. More... | |
| class | ParticleEmissionMaskCache |
| Particle emission mask cache. More... | |
| class | ParticleSystem |
| Particle System base class. More... | |
| class | ParticleSystemQuad |
| ParticleSystemQuad is a subclass of ParticleSystem. More... | |
| class | ProgressTimer |
| ProgressTimer is a subclass of Node. More... | |
| class | ProtectedNode |
| A inner node type mainly used for UI module. More... | |
| class | Sprite |
| Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ). More... | |
| class | SpriteBatchNode |
| SpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More... | |
| class | SpriteFrame |
| A SpriteFrame has: More... | |
| class | SpriteFrameCache |
| Singleton that handles the loading of the sprite frames. More... | |
| class | TMXObjectGroup |
| TMXObjectGroup represents the TMX object group. More... | |
| class | TransitionEaseScene |
| TransitionEaseScene can ease the actions of the scene protocol. More... | |
| class | TransitionScene |
| Base class for Transition scenes. More... | |
| class | TransitionSceneOriented |
| A Transition that supports orientation like. More... | |
| class | TransitionRotoZoom |
| TransitionRotoZoom: Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming. More... | |
| class | TransitionJumpZoom |
| TransitionJumpZoom: Zoom out and jump the outgoing scene, and then jump and zoom in the incoming. More... | |
| class | TransitionMoveInL |
| TransitionMoveInL: Move in from to the left the incoming scene. More... | |
| class | TransitionMoveInR |
| TransitionMoveInR: Move in from to the right the incoming scene. More... | |
| class | TransitionMoveInT |
| TransitionMoveInT: Move in from to the top the incoming scene. More... | |
| class | TransitionMoveInB |
| TransitionMoveInB: Move in from to the bottom the incoming scene. More... | |
| class | TransitionSlideInL |
| TransitionSlideInL: Slide in the incoming scene from the left border. More... | |
| class | TransitionSlideInR |
| TransitionSlideInR: Slide in the incoming scene from the right border. More... | |
| class | TransitionSlideInB |
| TransitionSlideInB: Slide in the incoming scene from the bottom border. More... | |
| class | TransitionSlideInT |
| TransitionSlideInT: Slide in the incoming scene from the top border. More... | |
| class | TransitionShrinkGrow |
| Shrink the outgoing scene while grow the incoming scene. More... | |
| class | TransitionFlipX |
| TransitionFlipX: Flips the screen horizontally. More... | |
| class | TransitionFlipY |
| TransitionFlipY: Flips the screen vertically. More... | |
| class | TransitionFlipAngular |
| TransitionFlipAngular: Flips the screen half horizontally and half vertically. More... | |
| class | TransitionZoomFlipX |
| TransitionZoomFlipX: Flips the screen horizontally doing a zoom out/in The front face is the outgoing scene and the back face is the incoming scene. More... | |
| class | TransitionZoomFlipY |
| TransitionZoomFlipY: Flips the screen vertically doing a little zooming out/in The front face is the outgoing scene and the back face is the incoming scene. More... | |
| class | TransitionZoomFlipAngular |
| TransitionZoomFlipAngular: Flips the screen half horizontally and half vertically doing a little zooming out/in. More... | |
| class | TransitionFade |
| TransitionFade: Fade out the outgoing scene and then fade in the incoming scene. More... | |
| class | TransitionCrossFade |
| TransitionCrossFade: Cross fades two scenes using the RenderTexture object. More... | |
| class | TransitionTurnOffTiles |
| TransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order. More... | |
| class | TransitionSplitCols |
| TransitionSplitCols: The odd columns goes upwards while the even columns goes downwards. More... | |
| class | TransitionSplitRows |
| TransitionSplitRows: The odd rows goes to the left while the even rows goes to the right. More... | |
| class | TransitionFadeTR |
| TransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner. More... | |
| class | TransitionFadeBL |
| TransitionFadeBL: Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner. More... | |
| class | TransitionFadeUp |
| TransitionFadeUp: Fade the tiles of the outgoing scene from the bottom to the top. More... | |
| class | TransitionFadeDown |
| TransitionFadeDown: Fade the tiles of the outgoing scene from the top to the bottom. More... | |
| class | TransitionPageTurn |
| A transition which peels back the bottom right hand corner of a scene to transition to the scene beneath it simulating a page turn. More... | |
| class | TransitionProgress |
| A base class of progress transition. More... | |
| class | TransitionProgressRadialCCW |
| TransitionRadialCCW transition. More... | |
| class | TransitionProgressRadialCW |
| TransitionRadialCW transition. More... | |
| class | TransitionProgressHorizontal |
| TransitionProgressHorizontal transition. More... | |
| class | TransitionProgressVertical |
| TransitionProgressVertical transition. More... | |
| class | TransitionProgressInOut |
| TransitionProgressInOut transition. More... | |
| class | TransitionProgressOutIn |
| TransitionProgressOutIn transition. More... | |
| class | Animate3D |
| Animate3D, Animates a MeshRenderer given with an Animation3D. More... | |
| class | Animation3D |
| static animation data, shared More... | |
| class | Animation3DCache |
| Animation3D Cache. More... | |
| class | AnimationCurve |
| curve of bone's position, rotation or scale More... | |
| class | AttachNode |
| attach a node to a bone usage: auto mesh = MeshRenderer::create("girl.c3b"); auto weapon = MeshRenderer::create("weapon.c3b"); auto attachNode = mesh->getAttachNode("left hand"); attachNode->addChild(weapon); More... | |
| class | BillBoard |
| Inherit from Sprite, achieve BillBoard. More... | |
| class | Bundle3D |
| Defines a bundle file that contains a collection of assets. More... | |
| struct | MeshVertexAttrib |
| mesh vertex attribute @lua NA More... | |
| struct | ModelData |
| model node data, since 3.3 @lua NA More... | |
| struct | NodeData |
| Node data, since 3.3 @lua NA. More... | |
| struct | NodeDatas |
| node datas, since 3.3 @lua NA More... | |
| struct | MeshData |
| mesh data @lua NA More... | |
| struct | MeshDatas |
| mesh datas @lua NA More... | |
| struct | SkinData |
| skin data @lua NA More... | |
| struct | MaterialData |
| material data, @lua NA More... | |
| struct | NTextureData |
| new material, since 3.3 @lua NA More... | |
| struct | MaterialDatas |
| material datas, since 3.3 @lua NA More... | |
| struct | Animation3DData |
| animation data @lua NA More... | |
| struct | Reference |
| reference data @lua NA More... | |
| class | Mesh |
| Mesh: contains ref to index buffer, ProgramState, texture, skin, blend function, aabb and so on. More... | |
| class | MeshDataCache |
| MeshDataCache: the cache data of MeshRenderer, used to speed up the creation process of MeshRenderer. More... | |
| class | MeshMaterial |
| MeshMaterial: a mesh material for MeshRenderers. More... | |
| class | MeshMaterialCache |
| MeshMaterialCache: the MeshRenderer material cache, it can only cache textures for now. More... | |
| class | MeshRenderer |
| MeshRenderer: A mesh can be loaded from model files, .obj, .c3t, .c3b and a mesh renderer renders a list of these loaded meshes with specified materials. More... | |
| class | MeshSkin |
| MeshSkin, A class maintain a collection of bones that affect Mesh vertex. More... | |
| class | MeshIndexData |
| the MeshIndexData class. More... | |
| class | MeshVertexData |
| the MeshVertexData class. More... | |
| class | MotionStreak3D |
| Creates a trailing path. More... | |
| class | Bone3D |
| Defines a basic hierarchical structure of transformation spaces. More... | |
| class | Skeleton3D |
| Skeleton. More... | |
| class | Skybox |
| Sky box technology is usually used to simulate infinity sky, mountains and other phenomena. More... | |
| class | Terrain |
| Terrain Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images. More... | |
| class | VertexInputBinding |
| Defines a binding between the vertex layout of a Mesh and the vertex input attributes of a vertex shader (Effect). More... | |
| class | AudioDecoder |
| The class for decoding compressed audio file to PCM buffer. More... | |
| class | AudioDecoderEXT |
| The class for decoding compressed audio file to PCM buffer. More... | |
| class | AudioDecoderMp3 |
| The class for decoding compressed audio file to PCM buffer. More... | |
| class | AudioDecoderVorbis |
| The class for decoding compressed audio file to PCM buffer. More... | |
| class | AudioDecoderWav |
| The class for decoding compressed audio file to PCM buffer. More... | |
| struct | AudioEngineSettings |
| AudioEngineSettings: instance limits, enabled state, and feature toggles. More... | |
| class | AudioEngine |
| Offers a interface to play audio. More... | |
| class | AccelerationEvent |
| Accelerometer event. More... | |
| class | AccelerationEventListener |
| Acceleration event listener. More... | |
| class | AutoreleasePool |
| A pool for managing autorelease objects. More... | |
| class | ControllerEventListener |
| class | CustomEvent |
| Custom event. More... | |
| class | CustomEventListener |
| Custom event listener. More... | |
| class | Director |
| Class that creates and handles the main Window and manages how and when to execute the Scenes. More... | |
| class | Environment |
| Environment contains some Engine caps and user settings. More... | |
| struct | InputButton |
| Mouse / pen button indices. More... | |
| struct | PointerInputState |
| Internal representation of raw pointer input from the platform. More... | |
| class | Event |
| Base class of all kinds of events. More... | |
| class | EventDispatcher |
| This class manages event listener subscriptions and event dispatching. More... | |
| class | EventListener |
| The base class of event listener. More... | |
| class | FocusEvent |
| Focus event. More... | |
| class | FocusEventListener |
| Focus event listener. More... | |
| struct | IMEKeyboardNotificationInfo |
| Keyboard notification event type. More... | |
| class | InputDelegate |
| Input delegate. More... | |
| class | InputSystem |
| Input Method Edit Message Dispatcher. More... | |
| class | JobHandle |
| Lightweight handle returned when a job is submitted to JobSystem. More... | |
| class | CancellationToken |
| Read-only cancellation signal observed by background jobs. More... | |
| class | CancellationSource |
| Controller used to request cancellation for one or more jobs. More... | |
| class | JobSystem |
| Thread-pool based background job system used by Axmol. More... | |
| class | KeyboardEvent |
| Keyboard event. More... | |
| class | KeyboardEventListener |
| Keyboard event listener. More... | |
| class | Map |
| Similar to std::unordered_map, but it will manage reference count automatically internally. More... | |
| class | NinePatchImageParser |
| A class for paring Android .9 patch image. More... | |
| class | Clonable |
| Interface that defines how to clone an Object. More... | |
| class | Object |
| Object is used for reference count management. More... | |
| class | PointerEvent |
| Pointer event. More... | |
| class | PointerEventListener |
| Single touch event listener. More... | |
| class | Properties |
| Defines a properties file for loading text files. More... | |
| class | RandomHelper |
| A helper class for creating device dependent random number. More... | |
| class | Scheduler |
| Scheduler is responsible for triggering the scheduled callbacks. More... | |
| class | ScriptHandlerEntry |
| This classes is wrapped to store the handler corresponding to the Lua function pointer and assign the handler a unique id. More... | |
| class | SchedulerScriptHandlerEntry |
| The SchedulerScriptHandlerEntry is used to store the handler corresponding to the Lua function pointer and assign the handler a unique id like ScriptHandlerEntry. More... | |
| struct | BasicScriptData |
| For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the converted data would be passed into the Lua stack. More... | |
| struct | ActionObjectScriptData |
| For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the converted data would be passed into the Lua stack. More... | |
| struct | SchedulerScriptData |
| For Lua, the SchedulerScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the elapse into the Lua stack as a parameter when scheduler update event is triggered. More... | |
| struct | TouchScriptData |
| For Lua, the TouchScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touch data and actionType converted to string type into the Lua stack as the parameters when the touch event is triggered. More... | |
| struct | KeypadScriptData |
| For Lua, the KeypadScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push the actionType converted to string type into the Lua stack as the parameters when the Keypad event is triggered. More... | |
| struct | CommonScriptData |
| For Lua, the CommonScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the eventName, eventSource(if it not nullptr), eventSourceClassName(if it is nullptr or "", and the eventSource is not nullptr,would give the default string "cc.Object") into the Lua stack as the parameter when the common event such as is triggered. More... | |
| struct | ScriptEvent |
| The ScriptEvent wrapper the different script data corresponding to the ScriptEventType in to the unified struct. More... | |
| class | ScriptEngineProtocol |
| Don't make ScriptEngineProtocol inherits from Object since setScriptEngine is invoked only once in AppDelegate.cpp, It will affect the lifecycle of ScriptEngine instance, the autorelease pool will be destroyed before destructing ScriptEngine. More... | |
| class | ScriptEngineManager |
| ScriptEngineManager is a singleton which manager an object instance of ScriptEngineProtocol, such as LuaEngine. More... | |
| struct | TextureFlag |
| Texture flags. More... | |
| struct | TextureSamplerFlag |
| Texture sampler flags. More... | |
| struct | BlendFunc |
| Blend Function used for textures. More... | |
| struct | T2F_Quad |
| Texture coordinates for a quad. More... | |
| struct | AnimationFrameData |
| Struct that holds the size in pixels, texture coordinates and delays for animated ParticleSystemQuad. More... | |
| struct | FontStroke |
| types used for defining fonts properties (i.e. More... | |
| struct | FontDefinition |
| Font attributes. More... | |
| struct | ClearValue |
| Clear parameters for a render texture pass. More... | |
| struct | ContextAttrs |
| Engine context attributes for rendering, window, and driver setup. More... | |
| struct | Acceleration |
| The device accelerometer reports values for each axis in units of g-force. More... | |
| class | UserDefault |
| UserDefault acts as a tiny database. More... | |
| class | WeakPtr |
| WeakPtr. More... | |
| class | WeakObjectRegistry |
| WeakObjectRegistry. More... | |
| class | XRInputEvent |
| Self-contained XR input event for hand/controller buttons, axes and poses. More... | |
| class | XRInputEventListener |
| Listener for XRInputEvent button, axis and pose callbacks. More... | |
| class | AABB |
| Axis Aligned Bounding Box (AABB), usually calculate some rough but fast collision detection. More... | |
| struct | AffineTransform |
| struct | Color32 |
| RGBA color composed of 4 bytes. More... | |
| struct | Color |
| RGBA color composed of 4 floats. More... | |
| struct | HSV |
| Hue Saturation Value color space composed of 4 floats. More... | |
| struct | HSL |
| Hue Saturation Luminance color space composed of 4 floats. More... | |
| struct | FastRNG |
| A fast more effective seeded random number generator struct, uses xoshiro128**. More... | |
| class | Frustum |
| the frustum is a six-side geometry, usually use the frustum to do fast-culling: check a entity whether is a potential visible entity @lua NA More... | |
| class | Mat4 |
| Defines a 4 x 4 floating point matrix representing a 3D transformation. More... | |
| class | MathUtil |
| Defines a math utility class. More... | |
| class | OBB |
| Oriented Bounding Box(OBB): OBB is similar to AABB except the bounding box has the same direction as the MeshRenderer. More... | |
| class | Plane |
| Defines plane @lua NA. More... | |
| class | Quat |
| Defines a 4-element quaternion that represents the orientation of an object in space. More... | |
| class | Ray |
| Ray is a line with one end. More... | |
| class | Rect |
| Rectangle area. More... | |
| class | Vec2 |
| Defines a 2-element floating point vector. More... | |
| class | Vec3 |
| Defines a 3-element floating point vector. More... | |
| class | Vec4 |
| Defines 4-element floating point vector. More... | |
| struct | Quad2 |
| A 2D Quad. More... | |
| struct | Quad3 |
| A 3D Quad. More... | |
| struct | V2F_T2F_C4F |
| A Vec2 with a vertex point, a tex coord point and a color 4F. More... | |
| struct | V3F_T2F_C4B |
| A Vec2 with a vertex point, a tex coord point and a color 4B. More... | |
| struct | V3F_T2F_C4F |
| A Vec2 with a vertex point, a tex coord point and a color 4F. More... | |
| struct | V3F_T2F |
| A Vec2 with a vertex point, a tex coord point. More... | |
| struct | V3F_C4F |
| A Vec3 with a vertex point, a color. More... | |
| struct | V3F_T2F_C4F_Quad |
| 4 Vertex3FTex2FColor32. More... | |
| class | Collider2D |
| A shape for body. More... | |
| class | CircleCollider2D |
| A circle shape. More... | |
| class | PolygonCollider2D |
| A polygon shape. More... | |
| class | BoxCollider2D |
| A box shape. More... | |
| class | EdgeSegmentCollider2D |
| A segment shape. More... | |
| class | EdgePolygonCollider2D |
| An edge polygon shape. More... | |
| class | EdgeBoxCollider2D |
| An edge box shape. More... | |
| class | EdgeChainCollider2D |
| A chain shape. More... | |
| class | ContactEvent2D |
| Contact information. More... | |
| class | ContactEventListener2D |
| Contact listener. More... | |
| class | Joint2D |
| An Joint2D object connects two physics bodies together. More... | |
| class | FixedJoint2D |
| A fixed joint fuses the two bodies together at a reference point. More... | |
| class | DistanceJoint2D |
| Set the fixed distance with two bodies. More... | |
| class | SpringJoint2D |
| Connecting two physics bodies together with a spring. More... | |
| class | FilterJoint2D |
| A filter joint is used to disable collision between two specific bodies. More... | |
| struct | Ray2D |
| Represents a 2D ray defined by an origin point and a translation vector. More... | |
| class | PhysicsWorld2D |
| An PhysicsWorld2D object simulates collisions and other physical properties. More... | |
| class | Rigidbody2D |
| A Rigidbody2D affected by physics2d. More... | |
| class | Collider3D |
| Base class for 3D collider components. More... | |
| class | ContactEvent3D |
| Contact information. More... | |
| class | ContactEventListener3D |
| Contact listener. More... | |
| struct | JointLimits |
| Range parameters for linear or angular joints. More... | |
| struct | TwistLimits |
| Cone-twist angular limit parameters in degrees. More... | |
| struct | SixDofLimits |
| Six degree-of-freedom linear or angular limits. More... | |
| struct | JointMotor |
| Velocity motor parameters for joints. More... | |
| struct | JointSpring |
| Spring parameters used by soft limits or spring-based motors. More... | |
| class | Joint3D |
| Base class for 3D joints. More... | |
| class | PhysicsDebugDraw3D |
| PhysicsDebugDraw3D: debug draw the physics object, used by PhysicsWorld3D. More... | |
| class | PhysicsWorld3D |
| The physics information container for Axmol 3D physics components. More... | |
| class | CommandLineArgs |
| CommandLineArgs. More... | |
| class | FileUtils |
| Helper class to handle file operations. More... | |
| class | Image |
| The Image class for loading all images supported by axmol . More... | |
| class | DWriteTextRenderer |
| Internal helper class for rendering text using DirectWrite and Direct2D. More... | |
| class | RenderViewCore |
| Core render view abstraction for window/surface state and scene presentation. More... | |
| class | FileUtilsWinRT |
| Helper class to handle file operations. More... | |
| class | CallbackCommand |
| Callback command is used to invoke a callback function when this command is executed. More... | |
| class | CustomCommand |
| Custom command is used to draw all things except triangle commands. More... | |
| class | GroupCommand |
| GroupCommand is used to group several command together, and more, it can be nested. More... | |
| class | Material |
| Material. More... | |
| class | ProgramManager |
| Cache and reuse program object. More... | |
| class | QuadCommand |
| Command used to render one or more Quads, similar to TrianglesCommand. More... | |
| class | RenderCommand |
| Base class of the RenderCommand hierarchy. More... | |
| class | RenderQueue |
| Class that knows how to sort RenderCommand objects. More... | |
| class | RenderState |
| Defines the rendering state of the graphics device. More... | |
| class | RenderTexture |
| RenderTexture is a render target resource, inheriting from Texture2D. More... | |
| class | RenderTexturePass |
| Manages an offscreen render pass into a RenderTexture. More... | |
| class | Technique |
| Technique. More... | |
| class | Texture2D |
| Texture2D class. More... | |
| class | TextureAtlas |
| A class that implements a Texture Atlas. More... | |
| class | TextureCache |
| Singleton that handles the loading of textures. More... | |
| class | TextureCube |
| TextureCube is a collection of six separate square textures that are put onto the faces of an imaginary cube. More... | |
| class | Camera |
| Defines a camera . More... | |
| class | CameraBackgroundBrush |
| Defines a brush to clear the background of camera. More... | |
| class | CameraBackgroundDepthBrush |
| Depth brush clear depth buffer with given depth. More... | |
| class | CameraBackgroundColorBrush |
| Color brush clear buffer with given depth and color. More... | |
| class | CameraBackgroundSkyBoxBrush |
| Skybox brush clear buffer with a skybox. More... | |
| struct | SceneViewData |
| Scene graph render traversal state for a single camera/view pass. More... | |
| class | Node |
| Node is the base element of the Scene Graph. More... | |
| class | SceneCompositor |
| RenderView-owned scene composition policy. More... | |
| class | OpenXRDriver |
| Long-lived OpenXR backend context for VRSceneCompositor. More... | |
| class | VRPreviewSceneCompositor |
| Preview/debug stereo scene compositor with lens distortion output. More... | |
| class | VRSceneCompositor |
| Product VR scene compositor backed by OpenXR. More... | |
Typedefs | |
| using | RayCastHitCallback2D = std::function<bool(PhysicsWorld2D& world, const RayCastHit2D& hitInfo, void* data)> |
| Called for each fixture found in the query. | |
| using | ProgramType = ::ax::rhi::ProgramType |
| @alias some feq use types to namespace ax | |
| using | GraphicsCore = rhi::GraphicsCore |
Shorthand for ax::rhi::GraphicsCore. | |
Enumerations | |
| enum class | EvaluateType |
| Evaluate Type. | |
| enum class | EditAction : int { Copy = 0 , Cut , Paste , SelectAll } |
| Edit actions that the platform view may query or request. More... | |
| enum class | JobStatus { Queued , Running , Completed , Canceled , Failed } |
| enum | ScriptEventType |
| ScriptEventType enum. | |
| enum class | LabelEffect |
| Effects used by Label. | |
| enum class | SetIntervalReason : char |
| Interval change reason. | |
| enum class | AnchorPreset |
| Anchor presets used to position nodes in corners. | |
| enum class | EmissionShapeType |
| Particle emission shapes. More... | |
| enum class | TextVAlignment |
| Vertical text alignment type. More... | |
| enum class | TextHAlignment |
| Horizontal text alignment type. More... | |
| enum class | GlyphCollection |
| Possible GlyphCollection used by Label. More... | |
| enum class | CameraMode { } |
| enum class | MEMediaState { Closed , Preparing , Playing , Paused , Stopped , Error } |
| Possible states of media playback. More... | |
| enum class | MEVideoPixelFormat |
| SampleVideo: (1928x1080). More... | |
| enum class | ResolutionPolicy { EXACT_FIT , NO_BORDER , SHOW_ALL , FIXED_HEIGHT , FIXED_WIDTH , UNKNOWN } |
| There are some Resolution Policy for Adapt to the screen. More... | |
| enum class | CameraFlag |
| Note: Scene creates a default camera. More... | |
Functions | |
| Vec2 | cardinalSplineAt (const Vec2 &p0, const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, float tension, float t) |
| Returns the Cardinal Spline position for a given set of control points, tension and time. | |
| template<typename T> | |
| T | random (T min, T max) |
| Returns a random value between min and max. | |
| int | random () |
| Returns a random int between 0 and AX_RAND_MAX. | |
| float | rand_minus1_1 () |
| Follow random APIs is device independent, need set seed by srand DEPRECATED: use FastRGN.h or c++11 'std::minstd_rand' or 'std::minstd_rand0' instead. | |
| float | rand_0_1 () |
| Returns a random float between 0 and 1. | |
| AffineTransform | AffineTransformMake (float a, float b, float c, float d, float tx, float ty) |
| Make affine transform. | |
| Vec2 | PointApplyAffineTransform (const Vec2 &point, const AffineTransform &t) |
| Multiply point (x,y,1) by a affine transform. | |
| Vec2 | SizeApplyAffineTransform (const Vec2 &size, const AffineTransform &t) |
| Multiply size (width,height,0) by a affine transform. | |
| AffineTransform | AffineTransformMakeIdentity () |
| Make identity affine transform. | |
| Rect | RectApplyAffineTransform (const Rect &rect, const AffineTransform &anAffineTransform) |
| Transform Rect, which will transform the four vertices of the point. | |
| AffineTransform | AffineTransformTranslate (const AffineTransform &t, float tx, float ty) |
| Translation, equals 1 0 1 0 1 0 * affine transform tx ty 1. | |
| AffineTransform | AffineTransformRotate (const AffineTransform &aTransform, float anAngle) |
| Rotation, equals cos(angle) sin(angle) 0 -sin(angle) cos(angle) 0 * AffineTransform 0 0 1. | |
| AffineTransform | AffineTransformScale (const AffineTransform &t, float sx, float sy) |
| Scale, equals sx 0 0 0 sy 0 * affineTransform 0 0 1. | |
| AffineTransform | AffineTransformConcat (const AffineTransform &t1, const AffineTransform &t2) |
| Concat two affine transform, t1 * t2. | |
| bool | AffineTransformEqualToTransform (const AffineTransform &t1, const AffineTransform &t2) |
| Compare affine transform. | |
| AffineTransform | AffineTransformInvert (const AffineTransform &t) |
| Get the inverse of affine transform. | |
| Mat4 | TransformConcat (const Mat4 &t1, const Mat4 &t2) |
| Concat Mat4, return t1 * t2. | |
| Vec3 & | operator*= (Vec3 &v, const Mat4 &m) |
| Transforms the given vector by the given matrix. | |
| Vec3 | operator* (const Mat4 &m, const Vec3 &v) |
| Transforms the given vector by the given matrix. | |
| Vec4 & | operator*= (Vec4 &v, const Mat4 &m) |
| Transforms the given vector by the given matrix. | |
| Vec4 | operator* (const Mat4 &m, const Vec4 &v) |
| Transforms the given vector by the given matrix. | |
| float | clampf (float value, float min_inclusive, float max_inclusive) |
| Clamp a value between from and to. | |
| Vec2 | operator* (float x, const Vec2 &val) |
| Calculates the scalar product of the given vector with the given value. | |
| Vec3 | operator* (float x, const Vec3 &v) |
| Calculates the scalar product of the given vector with the given value. | |
| void | vertexLineToPolygon (Vec2 *points, float stroke, V2F_T2F_C4B *vertices, unsigned int offset, unsigned int nuPoints) |
| converts a line to a polygon | |
| bool | vertexLineIntersect (float Ax, float Ay, float Bx, float By, float Cx, float Cy, float Dx, float Dy, float *T) |
| returns whether or not the line intersects | |
| Rect | RectApplyTransform (const Rect &rect, const Mat4 &transform) |
| void | CGAffineToGL (const AffineTransform &t, float *m) |
Copyright 2013 BlackBerry Inc.
Copyright (c) 2015-2017 Chukong Technologies Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. Copyright (c) 2019-present Simdsoft Limited.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
Original file from GamePlay3D: http://gameplay3d.org
This file was modified to fit the cocos2d-x project
| using RayCastHitCallback2D = std::function<bool(PhysicsWorld2D& world, const RayCastHit2D& hitInfo, void* data)> |
Called for each fixture found in the query.
You control how the ray cast proceeds by returning a float: return true: continue return false: terminate the ray cast
| fixture | the fixture hit by the ray |
| point | the point of initial intersection |
| normal | the normal vector at the point of intersection |
| using GraphicsCore = rhi::GraphicsCore |
Shorthand for ax::rhi::GraphicsCore.
GraphicsCore manages the rendering backend selection, device lifecycle, and graphics runtime state for the engine.
|
strong |
Edit actions that the platform view may query or request.
|
strong |
Particle emission shapes.
Supported shapes are Point, Rectangle, RectangularTorus, Circle, Torus, Cone, Cone Torus, Texture alpha emission mask
|
strong |
Vertical text alignment type.
|
strong |
Horizontal text alignment type.
|
strong |
Possible GlyphCollection used by Label.
Specify a collections of characters to be load when Label created. Consider using DYNAMIC.
|
strong |
|
strong |
Possible states of media playback.
|
strong |
SampleVideo: (1928x1080).
|
strong |
There are some Resolution Policy for Adapt to the screen.
|
strong |
Note: Scene creates a default camera.
And the default camera mask of Node is 1, therefore it can be seen by the default camera. During rendering the scene, it draws the objects seen by each camera in the added order except default camera. The default camera is the last one being drawn with. It's usually a good idea to render 3D objects in a separate camera. And set the 3d camera flag to CameraFlag::USER1 or anything else except DEFAULT. Dedicate The DEFAULT camera for UI, because it is rendered at last. You can change the camera order to get different result when depth test is not enabled. For each camera, transparent 3d sprite is rendered after opaque 3d sprite and other 2d objects.
|
inline |
Follow random APIs is device independent, need set seed by srand DEPRECATED: use FastRGN.h or c++11 'std::minstd_rand' or 'std::minstd_rand0' instead.
Returns a random float between -1 and 1. It can be seeded using srand(seed);
|
inline |
Returns a random float between 0 and 1.
It can be seeded using srand(seed);
Transforms the given vector by the given matrix.
Note: this treats the given vector as a vector and not as a point.
| v | The vector to transform. |
| m | The matrix to transform by. |
Transforms the given vector by the given matrix.
Note: this treats the given vector as a vector and not as a point.
| m | The matrix to transform by. |
| v | The vector to transform. |
Transforms the given vector by the given matrix.
Note: this treats the given vector as a vector and not as a point.
| v | The vector to transform. |
| m | The matrix to transform by. |
Transforms the given vector by the given matrix.
Note: this treats the given vector as a vector and not as a point.
| m | The matrix to transform by. |
| v | The vector to transform. |
| void CGAffineToGL | ( | const AffineTransform & | t, |
| float * | m ) |
Conversion between mat4*4 and AffineTransform.
| m | The Mat4*4 pointer. |
| t | Affine transform. |
Calculates the scalar product of the given vector with the given value.
| x | The value to scale by. |
| val | The vector to scale. |