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PUParticleSystem3D Member List

This is the complete list of members for PUParticleSystem3D, including all inherited members.

__pad0__PUParticleSystem3D
_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_affectorsParticleSystem3Dprotected
_aliveParticlesCntParticleSystem3Dprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_behaviourTemplatesPUParticleSystem3Dprotected
_blendParticleSystem3Dprotected
_cameraMaskNodeprotected
_cascadeColorEnabledNodeprotected
_cascadeOpacityEnabledNodeprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_contentSizeDirtyNodeprotected
_defaultDepthPUParticleSystem3Dprotected
_defaultHeightPUParticleSystem3Dprotected
_defaultWidthPUParticleSystem3Dprotected
_directorNodeprotected
_displayedColorNodeprotected
_displayedOpacityNodeprotected
_emittedEmitterParticlePoolPUParticleSystem3Dprotected
_emittedEmitterQuotaPUParticleSystem3Dprotected
_emittedSystemParticlePoolPUParticleSystem3Dprotected
_emittedSystemQuotaPUParticleSystem3Dprotected
_emitterParticleSystem3Dprotected
_emittersPUParticleSystem3Dprotected
_eventDispatcherNodeprotected
_globalZOrderNodeprotected
_glProgramStateNodeprotected
_hashOfNameNodeprotected
_ignoreAnchorPointForPositionNodeprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isEnabledParticleSystem3Dprotected
_isMarkedForEmissionPUParticleSystem3Dprotected
_isTransitionFinishedNodeprotected
_keepLocalParticleSystem3Dprotected
_latestOrientationPUParticleSystem3Dprotected
_latestPositionPUParticleSystem3Dprotected
_latestPositionDiffPUParticleSystem3Dprotected
_listenersPUParticleSystem3Dprotected
_localZOrderNodeprotected
_matNamePUParticleSystem3Dprotected
_maxVelocityPUParticleSystem3Dprotected
_maxVelocitySetPUParticleSystem3Dprotected
_modelViewTransformNodeprotected
_nameNodeprotected
_normalizedPositionNodeprotected
_normalizedPositionDirtyNodeprotected
_observersPUParticleSystem3Dprotected
_onEnterCallbackNodeprotected
_onEnterTransitionDidFinishCallbackNodeprotected
_onExitCallbackNodeprotected
_onExitTransitionDidStartCallbackNodeprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_parentParticleSystemPUParticleSystem3Dprotected
_particlePoolParticleSystem3Dprotected
_particleQuotaParticleSystem3Dprotected
_particleSystemScaleVelocityPUParticleSystem3Dprotected
_physicsBodyNodeprotected
_physicsRotationNodeprotected
_physicsScaleStartXNodeprotected
_physicsScaleStartYNodeprotected
_physicsTransformDirtyNodeprotected
_poolPreparedPUParticleSystem3Dprotected
_positionNodeprotected
_positionZNodeprotected
_preparedPUParticleSystem3Dprotected
_realColorNodeprotected
_realOpacityNodeprotected
_referenceCountRefprotected
_renderParticleSystem3Dprotected
_reorderChildDirtyNodeprotected
_rotationCentrePUParticleSystem3Dprotected
_rotationOffsetPUParticleSystem3Dprotected
_rotationQuatNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_rotationZ_XNodeprotected
_rotationZ_YNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_scaleZNodeprotected
_schedulerNodeprotected
_setLocalZOrder(int z)Nodevirtual
_skewXNodeprotected
_skewYNodeprotected
_stateParticleSystem3Dprotected
_tagNodeprotected
_timeElapsedSinceStartPUParticleSystem3Dprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_transformUpdatedNodeprotected
_updateTransformFromPhysicsNodeprotected
_useAdditionalTransformNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_usingNormalizedPositionNodeprotected
_visibleNodeprotected
addAffector(Particle3DAffector *affector)ParticleSystem3D
addBehaviourTemplate(PUBehaviour *behaviour)PUParticleSystem3D
addChild(Node *child)Nodevirtual
addChild(Node *child, int localZOrder)Nodevirtual
addChild(Node *child, int localZOrder, int tag)Nodevirtual
addChild(Node *child, int localZOrder, const std::string &name)Nodevirtual
addComponent(Component *component)Nodevirtual
addEmitter(PUEmitter *emitter)PUParticleSystem3D
addListener(PUListener *listener)PUParticleSystem3D
addObserver(PUObserver *observer)PUParticleSystem3D
autorelease()Ref
boundingBox() const Nodeinlinevirtual
calulateRotationOffset(void)PUParticleSystem3D
childrenAlloc(void)Nodeprotected
cleanup()Nodevirtual
clearAllParticles()PUParticleSystem3D
clone()PUParticleSystem3Dvirtual
convertToNodeSpace(const Vec2 &worldPoint) const Node
convertToNodeSpaceAR(const Vec2 &worldPoint) const Node
convertTouchToNodeSpace(Touch *touch) const Node
convertTouchToNodeSpaceAR(Touch *touch) const Node
convertToUnixStylePath(std::string &path)PUParticleSystem3Dprotectedstatic
convertToWindowSpace(const Vec2 &nodePoint) const Nodeprotected
convertToWorldSpace(const Vec2 &nodePoint) const Node
convertToWorldSpaceAR(const Vec2 &nodePoint) const Node
copyAttributesTo(PUParticleSystem3D *system)PUParticleSystem3Dvirtual
create()PUParticleSystem3Dstatic
create(const std::string &filePath)PUParticleSystem3Dstatic
create(const std::string &filePath, const std::string &materialPath)PUParticleSystem3Dstatic
DEFAULT_DEPTHPUParticleSystem3Dstatic
DEFAULT_EMITTED_EMITTER_QUOTAPUParticleSystem3Dstatic
DEFAULT_EMITTED_SYSTEM_QUOTAPUParticleSystem3Dstatic
DEFAULT_HEIGHTPUParticleSystem3Dstatic
DEFAULT_MAX_VELOCITYPUParticleSystem3Dstatic
DEFAULT_PARTICLE_QUOTAPUParticleSystem3Dstatic
DEFAULT_WIDTHPUParticleSystem3Dstatic
detachChild(Node *child, ssize_t index, bool doCleanup)Nodeprotected
disableCascadeColor()Nodeprotectedvirtual
disableCascadeOpacity()Nodeprotectedvirtual
doEnumerate(std::string name, std::function< bool(Node *)> callback) const Nodeprotected
doEnumerateRecursive(const Node *node, const std::string &name, std::function< bool(Node *)> callback) const Nodeprotected
draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) overridePUParticleSystem3Dvirtual
cocos2d::Node::draw() finalNodevirtual
emitParticles(float elapsedTime)PUParticleSystem3Dprotected
emitParticles(ParticlePool &pool, PUEmitter *emitter, unsigned requested, float elapsedTime)PUParticleSystem3Dprotected
enumerateChildren(const std::string &name, std::function< bool(Node *node)> callback) const Nodevirtual
executeEmitParticles(PUEmitter *emitter, unsigned requested, float elapsedTime)PUParticleSystem3Dprotected
FLAGS_CONTENT_SIZE_DIRTY enum valueNode
FLAGS_DIRTY_MASK enum valueNode
FLAGS_RENDER_AS_3D enum valueNode
FLAGS_TRANSFORM_DIRTY enum valueNode
forceEmission(PUEmitter *emitter, unsigned requested)PUParticleSystem3D
forceStopParticleSystem()PUParticleSystem3Dprotected
forceUpdate(float delta)PUParticleSystem3D
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAffector(const std::string &name)PUParticleSystem3D
cocos2d::ParticleSystem3D::getAffector(int index)ParticleSystem3D
getAliveParticleCount() const overridePUParticleSystem3Dvirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getBlendFunc() const overrideParticleSystem3Dvirtual
getBoundingBox() const Nodevirtual
getCameraMask() const Nodeinline
getChildByName(const std::string &name) const Nodevirtual
getChildByName(const std::string &name) const Nodeinline
getChildByTag(int tag) const Nodevirtual
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Nodevirtual
getColor() const Nodevirtual
getComponent(const std::string &name)Node
getContentSize() const Nodevirtual
getDefaultDepth(void) const PUParticleSystem3D
getDefaultHeight(void) const PUParticleSystem3D
getDefaultWidth(void) const PUParticleSystem3D
getDerivedOrientation()PUParticleSystem3D
getDerivedPosition()PUParticleSystem3D
getDerivedScale()PUParticleSystem3D
getDescription() const Nodevirtual
getDisplayedColor() const Nodevirtual
getDisplayedOpacity() const Nodevirtual
getEmittedEmitterParticlePool() const PUParticleSystem3Dinline
getEmittedEmitterQuota() const PUParticleSystem3Dinline
getEmittedSystemParticlePool() const PUParticleSystem3Dinline
getEmittedSystemQuota() const PUParticleSystem3Dinline
getEmitter(const std::string &name)PUParticleSystem3D
getEventDispatcher() const Nodeinlinevirtual
getGlobalZOrder() const Nodeinlinevirtual
getGLProgram() const Node
getGLProgramState() const Node
getGLServerState() const Nodeinline
getLocalZOrder() const Nodeinlinevirtual
getMaterialName() const PUParticleSystem3Dinline
getMaxVelocity() const PUParticleSystem3D
getName() const Nodevirtual
getNodeToParentAffineTransform() const Nodevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToWorldAffineTransform() const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNormalizedPosition() const Nodevirtual
getNumberOfRunningActions() const Node
getObserver(const std::string &name)PUParticleSystem3D
getOnEnterCallback() const Nodeinline
getonEnterTransitionDidFinishCallback() const Nodeinline
getOnExitCallback() const Nodeinline
getonExitTransitionDidStartCallback() const Nodeinline
getOpacity() const Nodevirtual
getOrderOfArrival() const Node
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentParticleSystem() const PUParticleSystem3Dinline
getParentToNodeAffineTransform() const Nodevirtual
getParentToNodeTransform() const Nodevirtual
getParticlePool()ParticleSystem3Dinline
getParticleQuota() const ParticleSystem3D
getParticleSystemScaleVelocity() const PUParticleSystem3D
getPhysicsBody() const Nodeinline
getPosition() const Nodevirtual
getPosition(float *x, float *y) const Nodevirtual
getPosition3D() const Nodevirtual
getPositionX(void) const Nodevirtual
getPositionY(void) const Nodevirtual
getPositionZ() const Nodevirtual
getReferenceCount() const Ref
getRotation() const Nodevirtual
getRotation3D() const Nodevirtual
getRotationQuat() const Nodevirtual
getRotationSkewX() const Nodevirtual
getRotationSkewY() const Nodevirtual
getRotationX() const Nodeinlinevirtual
getRotationY() const Nodeinlinevirtual
getScale() const Nodevirtual
getScaleX() const Nodevirtual
getScaleY() const Nodevirtual
getScaleZ() const Nodevirtual
getScene() const Nodevirtual
getScheduler()Nodeinlinevirtual
getScheduler() const Nodeinlinevirtual
getShaderProgram() const Nodeinline
getSkewX() const Nodevirtual
getSkewY() const Nodevirtual
getState() const ParticleSystem3Dinline
getTag() const Nodevirtual
getTimeElapsedSinceStart(void) const PUParticleSystem3Dinline
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodeinlinevirtual
getWorldToNodeAffineTransform() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodeinlinevirtual
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
init()Nodevirtual
initParticleForEmission(PUParticle3D *particle)PUParticleSystem3Dprotected
initParticleForExpiration(PUParticle3D *particle, float timeElapsed)PUParticleSystem3Dprotected
initSystem(const std::string &filePath)PUParticleSystem3Dprotected
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isCascadeColorEnabled() const Nodevirtual
isCascadeOpacityEnabled() const Nodevirtual
isEnabled(void) const ParticleSystem3Dinline
isExpired(PUParticle3D *particle, float timeElapsed)PUParticleSystem3Dinlineprotected
isIgnoreAnchorPointForPosition() const Nodevirtual
isKeepLocal(void) const ParticleSystem3Dinline
isMarkedForEmission() const PUParticleSystem3Dinline
isOpacityModifyRGB() const Nodeinlinevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isScheduled(const std::string &key)Node
isVisible() const Nodevirtual
isVisitableByVisitingCamera() const Nodeprotected
makeParticleLocal(PUParticle3D *particle)PUParticleSystem3D
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
notifyRescaled(const Vec3 &scl)PUParticleSystem3Dprotected
numberOfRunningActions() const Nodeinline
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
parentToNodeTransform() const Nodeinlinevirtual
ParticlePoolMap typedefPUParticleSystem3D
pause(void)Nodevirtual
pauseParticleSystem() overridePUParticleSystem3Dvirtual
pauseSchedulerAndActions()Node
postUpdator(float elapsedTime)PUParticleSystem3Dprotected
prepared()PUParticleSystem3Dprotected
preUpdator(float elapsedTime)PUParticleSystem3Dprotected
processMotion(PUParticle3D *particle, float timeElapsed, bool firstParticle)PUParticleSystem3Dprotected
processParentFlags(const Mat4 &parentTransform, uint32_t parentFlags)Nodeprotected
processParticle(ParticlePool &pool, bool &firstActiveParticle, bool &firstParticle, float elapsedTime)PUParticleSystem3Dprotected
Ref()Refprotected
release()Ref
removeAffector(int index)ParticleSystem3D
removeAllAffector()ParticleSystem3D
removeAllBehaviourTemplate()PUParticleSystem3D
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup)Nodevirtual
removeAllComponents()Nodevirtual
removeAllEmitter()PUParticleSystem3D
removeAllListener()PUParticleSystem3D
removeChild(Node *child, bool cleanup=true)Nodevirtual
removeChildByName(const std::string &name, bool cleanup=true)Nodevirtual
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const std::string &name)Nodevirtual
removeComponent(Component *component)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
removeFromPhysicsWorld()Node
removeListener(PUListener *listener)PUParticleSystem3D
removerAllObserver()PUParticleSystem3D
reorderChild(Node *child, int localZOrder)Nodevirtual
resume(void)Nodevirtual
resumeParticleSystem() overridePUParticleSystem3Dvirtual
resumeSchedulerAndActions()Node
retain()Ref
rotationOffset(Vec3 &pos)PUParticleSystem3D
runAction(Action *action)Nodevirtual
s_globalOrderOfArrivalNodeprotectedstatic
schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)Node
schedule(SEL_SCHEDULE selector, float interval)Node
schedule(SEL_SCHEDULE selector)Node
schedule(const std::function< void(float)> &callback, const std::string &key)Node
schedule(const std::function< void(float)> &callback, float interval, const std::string &key)Node
schedule(const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)Node
scheduleOnce(SEL_SCHEDULE selector, float delay)Node
scheduleOnce(const std::function< void(float)> &callback, float delay, const std::string &key)Node
scheduleUpdate(void)Node
scheduleUpdateWithPriority(int priority)Node
scheduleUpdateWithPriorityLua(int handler, int priority)Node
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(Mat4 *additionalTransform)Node
setAdditionalTransform(const AffineTransform &additionalTransform)Node
setAnchorPoint(const Vec2 &anchorPoint)Nodevirtual
setBlendFunc(const BlendFunc &blendFunc) overrideParticleSystem3Dvirtual
setCameraMask(unsigned short mask, bool applyChildren=true)Nodevirtual
setCascadeColorEnabled(bool cascadeColorEnabled)Nodevirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled)Nodevirtual
setColor(const Color3B &color)Nodevirtual
setContentSize(const Size &contentSize)Nodevirtual
setDefaultDepth(const float depth)PUParticleSystem3D
setDefaultHeight(const float height)PUParticleSystem3D
setDefaultWidth(const float width)PUParticleSystem3D
setEmittedEmitterQuota(unsigned int quota)PUParticleSystem3Dinline
setEmittedSystemQuota(unsigned int quota)PUParticleSystem3Dinline
setEmitter(Particle3DEmitter *emitter)ParticleSystem3D
setEnabled(bool enabled)ParticleSystem3D
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setGlobalZOrder(float globalZOrder)Nodevirtual
setGLProgram(GLProgram *glprogram)Nodevirtual
setGLProgramState(GLProgramState *glProgramState)Nodevirtual
setGLServerState(int serverState)Nodeinline
setKeepLocal(bool keepLocal)ParticleSystem3D
setLocalZOrder(int localZOrder)Nodevirtual
setMarkedForEmission(bool isMarked)PUParticleSystem3Dinline
setMaterialName(const std::string &name)PUParticleSystem3Dinline
setMaxVelocity(float maxVelocity)PUParticleSystem3D
setName(const std::string &name)Nodevirtual
setNodeToParentTransform(const Mat4 &transform)Nodevirtual
setNormalizedPosition(const Vec2 &position)Nodevirtual
setOnEnterCallback(const std::function< void()> &callback)Nodeinline
setonEnterTransitionDidFinishCallback(const std::function< void()> &callback)Nodeinline
setOnExitCallback(const std::function< void()> &callback)Nodeinline
setonExitTransitionDidStartCallback(const std::function< void()> &callback)Nodeinline
setOpacity(GLubyte opacity)Nodevirtual
setOpacityModifyRGB(bool value)Nodeinlinevirtual
setOrderOfArrival(int orderOfArrival)Node
setParent(Node *parent)Nodevirtual
setParticleQuota(unsigned int quota)ParticleSystem3D
setParticleSystemScaleVelocity(float scaleVelocity)PUParticleSystem3Dinline
setPhysicsBody(PhysicsBody *body)Node
setPosition(const Vec2 &position)Nodevirtual
setPosition(float x, float y)Nodevirtual
setPosition3D(const Vec3 &position)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setPositionZ(float positionZ)Nodevirtual
setRender(Particle3DRender *render)ParticleSystem3D
setRotation(float rotation)Nodevirtual
setRotation3D(const Vec3 &rotation)Nodevirtual
setRotationQuat(const Quaternion &quat)Nodevirtual
setRotationSkewX(float rotationX)Nodevirtual
setRotationSkewY(float rotationY)Nodevirtual
setRotationX(float rotationX)Nodeinlinevirtual
setRotationY(float rotationY)Nodeinlinevirtual
setScale(float scale)Nodevirtual
setScale(float scaleX, float scaleY)Nodevirtual
setScaleX(float scaleX)Nodevirtual
setScaleY(float scaleY)Nodevirtual
setScaleZ(float scaleZ)Nodevirtual
setScheduler(Scheduler *scheduler)Nodevirtual
setShaderProgram(GLProgram *glprogram)Nodeinline
setSkewX(float skewX)Nodevirtual
setSkewY(float skewY)Nodevirtual
setTag(int tag)Nodevirtual
setUserData(void *userData)Nodevirtual
setUserObject(Ref *userObject)Nodevirtual
setVertexZ(float vertexZ)Nodeinlinevirtual
setVisible(bool visible)Nodevirtual
setZOrder(int localZOrder)Nodeinlinevirtual
sortAllChildren()Nodevirtual
startParticleSystem() overridePUParticleSystem3Dvirtual
State enum nameParticleSystem3D
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopAllActions()Node
stopAllActionsByTag(int tag)Node
stopParticleSystem() overridePUParticleSystem3Dvirtual
transform(const Mat4 &parentTransform)Nodeprotected
unPrepared()PUParticleSystem3Dprotected
unschedule(SEL_SCHEDULE selector)Node
unschedule(const std::string &key)Node
unscheduleAllCallbacks()Node
unscheduleAllSelectors()Nodeinline
unscheduleUpdate(void)Node
update(float delta) overridePUParticleSystem3Dvirtual
updateCascadeColor()Nodeprotectedvirtual
updateCascadeOpacity()Nodeprotectedvirtual
updateColor()Nodeinlineprotectedvirtual
updateDisplayedColor(const Color3B &parentColor)Nodevirtual
updateDisplayedOpacity(GLubyte parentOpacity)Nodevirtual
updatePhysicsBodyTransform(const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)Nodevirtual
updateRotation3D()Nodeprotected
updateRotationQuat()Nodeprotected
updateTransform()Nodevirtual
updateTransformFromPhysics(const Mat4 &parentTransform, uint32_t parentFlags)Node
updator(float elapsedTime)PUParticleSystem3Dprotected
visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)Nodevirtual
visit() finalNodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~Node()Nodevirtual
~ParticleSystem3D()ParticleSystem3Dvirtual
~PUParticleSystem3D()PUParticleSystem3Dvirtual
~Ref()Refvirtual