CUGL 4.0
Cornell University Game Library
Loading...
Searching...
No Matches
cugl::physics2::lights::Light Member List

This is the complete list of members for cugl::physics2::lights::Light, including all inherited members.

_activecugl::physics2::lights::Lightprotected
_anglecugl::physics2::lights::Lightprotected
_bodycugl::physics2::lights::Lightprotected
_bodyAnglecugl::physics2::lights::Lightprotected
_bodyOffsetcugl::physics2::lights::Lightprotected
_colorcugl::physics2::lights::Lightprotected
_contactFiltercugl::physics2::lights::Lightprotected
_debugcugl::physics2::lights::Lightprotected
_debugMeshcugl::physics2::lights::Lightprotected
_directionscugl::physics2::lights::Lightprotected
_dirtycugl::physics2::lights::Lightprotected
_endPointscugl::physics2::lights::Lightprotected
_fractionscugl::physics2::lights::Lightprotected
_gammacugl::physics2::lights::Lightprotected
_globalFiltercugl::physics2::lights::Lightprotectedstatic
_ignoreBodycugl::physics2::lights::Lightprotected
_lightMeshcugl::physics2::lights::Lightprotected
_lightRayscugl::physics2::lights::Lightprotected
_positioncugl::physics2::lights::Lightprotected
_raycastcugl::physics2::lights::Lightprotected
_rayNumcugl::physics2::lights::Lightprotected
_reachcugl::physics2::lights::Lightprotected
_shadowFactorcugl::physics2::lights::Lightprotected
_softcugl::physics2::lights::Lightprotected
_staticLightcugl::physics2::lights::Lightprotected
_unitscugl::physics2::lights::Lightprotected
_xraycugl::physics2::lights::Lightprotected
attachBody(b2Body *body)cugl::physics2::lights::Lightinline
attachBody(b2Body *body, const Vec2 &offset)cugl::physics2::lights::Lightinline
attachBody(b2Body *body, const Vec2 &offset, float radians)cugl::physics2::lights::Light
contains(float x, float y)cugl::physics2::lights::Lightinline
contains(const Vec2 &p)cugl::physics2::lights::Lightinlinevirtual
DEFAULT_RAYScugl::physics2::lights::Lightstatic
DEFAULT_REACHcugl::physics2::lights::Lightstatic
DEFAULT_SOFTNESScugl::physics2::lights::Lightstatic
detachWorld(const ObstacleWorld *world) overridecugl::physics2::lights::Lightinlinevirtual
dispose()cugl::physics2::lights::Lightvirtual
doesIgnoreAttachedBody() constcugl::physics2::lights::Lightinline
filters(const b2Filter &filter, b2Fixture *fixture)cugl::physics2::lights::Lightstatic
getAngle() constcugl::physics2::lights::Lightinline
getColor() constcugl::physics2::lights::Lightinline
getContactFilter() constcugl::physics2::lights::Lightinline
getDebug() constcugl::physics2::lights::Lightinline
getDebugMesh() constcugl::physics2::lights::Lightinline
getGamma() constcugl::physics2::lights::Lightinline
getGlobalContactFilter()cugl::physics2::lights::Lightinlinestatic
getGraphicsTransform() constcugl::physics2::lights::Light
getLightMesh() constcugl::physics2::lights::Lightinline
getPhysicsUnits() constcugl::physics2::lights::Lightinline
getPosition() constcugl::physics2::lights::Lightinline
getRayNum()cugl::physics2::lights::Lightinline
getReach() constcugl::physics2::lights::Lightinline
getSoftness() constcugl::physics2::lights::Lightinline
getX() constcugl::physics2::lights::Lightinline
getY() constcugl::physics2::lights::Lightinline
init(Uint32 rays=DEFAULT_RAYS)cugl::physics2::lights::Lightinlinevirtual
initRays()=0cugl::physics2::lights::Lightprotectedpure virtual
initWithPosition(const Vec2 &pos, Uint32 rays=DEFAULT_RAYS)cugl::physics2::lights::Lightinlinevirtual
initWithPositionReach(const Vec2 &pos, float reach, Uint32 rays=DEFAULT_RAYS)cugl::physics2::lights::Lightvirtual
initWithReach(float reach, Uint32 rays=DEFAULT_RAYS)cugl::physics2::lights::Lightinlinevirtual
isActive() constcugl::physics2::lights::Lightinline
isSoft() constcugl::physics2::lights::Lightinline
isStaticLight() constcugl::physics2::lights::Lightinline
isXray() constcugl::physics2::lights::Lightinline
Light(void)cugl::physics2::lights::Light
MIN_RAYScugl::physics2::lights::Lightstatic
resetRays()cugl::physics2::lights::Lightprotected
setActive(bool active)cugl::physics2::lights::Lightinline
setAngle(float angle)cugl::physics2::lights::Lightinline
setColor(Color4 color)cugl::physics2::lights::Lightinline
setColor(float r, float g, float b, float a)cugl::physics2::lights::Lightinline
setContactFilter(const b2Filter &filter)cugl::physics2::lights::Lightinline
setDebug(bool flag)cugl::physics2::lights::Lightinline
setGamma(float gamma)cugl::physics2::lights::Lightinline
setGlobalContactFilter(const b2Filter &filter)cugl::physics2::lights::Lightinlinestatic
setIgnoreAttachedBody(bool flag)cugl::physics2::lights::Lightinline
setPhysicsUnits(float units)cugl::physics2::lights::Lightinline
setPosition(float x, float y)cugl::physics2::lights::Lightinline
setPosition(const Vec2 &position)cugl::physics2::lights::Lightinline
setRayNum(Uint32 rays)cugl::physics2::lights::Light
setReach(float dist)cugl::physics2::lights::Lightinline
setSoft(bool soft)cugl::physics2::lights::Lightinline
setSoftness(float factor)cugl::physics2::lights::Lightinline
setStaticLight(bool staticLight)cugl::physics2::lights::Lightinline
setXray(bool xray)cugl::physics2::lights::Lightinline
update(b2World *world, const Rect &bounds)cugl::physics2::lights::Light
updateMesh()=0cugl::physics2::lights::Lightprotectedpure virtual
~Light()cugl::physics2::lights::Lightinline