cocos2d-x  3.5
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cocos2d Namespace Reference

Namespaces

 DrawPrimitives
 
 experimental
 
 extension
 
 GL
 
 network
 
 ui
 
 utils
 

Classes

class  __CCCallFuncND
 Calls a 'callback' with the node as the first argument and the 2nd argument is data. ND means: Node and Data. Data is void *, so it could be anything. More...
 
class  __CCCallFuncO
 Calls a 'callback' with an object as the first argument. O means Object. More...
 
class  __LayerRGBA
 LayerRGBA is a subclass of Layer that implements the RGBAProtocol protocol using a solid color as the background. More...
 
class  __NodeRGBA
 __NodeRGBA is a subclass of Node that implements the RGBAProtocol protocol. More...
 
class  AABB
 Axis Aligned Bounding Box (AABB), usually caculate some rough but fast collision detection. More...
 
class  AccelAmplitude
 AccelAmplitude action. More...
 
class  AccelDeccelAmplitude
 AccelDeccelAmplitude action. More...
 
struct  Acceleration
 The device accelerometer reports values for each axis in units of g-force. More...
 
class  AccelerometerEvent
 
class  Action
 Base class for Action objects. More...
 
class  ActionCamera
 Base class for Camera actions. More...
 
class  ActionEase
 Base class for Easing actions. More...
 
class  ActionInstant
 Instant actions are immediate actions. More...
 
class  ActionInterval
 An interval action is an action that takes place within a certain period of time. More...
 
class  ActionManager
 ActionManager is a singleton that manages all the actions. More...
 
class  ActionTween
 ActionTween. More...
 
class  ActionTweenDelegate
 The delegate class for ActionTween. More...
 
struct  AffineTransform
 
class  AmbientLight
 
class  Animate
 Animates a sprite given the name of an Animation. More...
 
class  Animate3D
 Animate3D, Animates a Sprite3D given with an Animation3D. More...
 
class  Animation
 A Animation object is used to perform animations on the Sprite objects. More...
 
class  Animation3D
 static animation data, shared More...
 
class  Animation3DCache
 Animation3D Cache. More...
 
struct  Animation3DData
 animation data More...
 
class  AnimationCache
 Singleton that manages the Animations. More...
 
class  AnimationCurve
 curve of bone's position, rotation or scale More...
 
class  AnimationFrame
 AnimationFrame. More...
 
struct  AnimationFrameData
 Struct that holds the size in pixels, texture coordinates and delays for animated ParticleSystemQuad. More...
 
class  Application
 
class  ApplicationProtocol
 
class  AsyncTaskPool
 This class allows to perform background operations without having to manipulate threads. More...
 
class  AtlasNode
 AtlasNode is a subclass of Node that implements the RGBAProtocol and TextureProtocol protocol. More...
 
class  AttachNode
 attach a node to a bone usage: auto sprite = Sprite3D::create("girl.c3b"); auto weapon = Sprite3D::create("weapon.c3b"); auto attachNode = sprite->getAttachNode("left hand"); attachNode->addChild(weapon); More...
 
class  AutoreleasePool
 
class  BackButtonEvent
 
class  BaseLight
 
class  BatchCommand
 Command used to draw batches in one TextureAtlas. 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  BillBoard
 Inherit from Sprite, achieve BillBoard. More...
 
struct  BlendFunc
 Blend Function used for textures. More...
 
class  Blink
 Blinks a Node object by modifying it's visible attribute. More...
 
class  Bone3D
 Defines a basic hierachial structure of transformation spaces. More...
 
class  Bundle3D
 Defines a bundle file that contains a collection of assets. More...
 
class  BundleReader
 BundleReader is an interface for reading sequence of bytes. More...
 
class  CallFunc
 Calls a 'callback'. More...
 
class  CallFuncN
 Calls a 'callback' with the node as the first argument. More...
 
class  Camera
 Defines a camera . More...
 
class  CardinalSplineBy
 Cardinal Spline path. More...
 
class  CardinalSplineTo
 Cardinal Spline path. More...
 
class  CatmullRomBy
 An action that moves the target with a CatmullRom curve by a certain distance. More...
 
class  CatmullRomTo
 An action that moves the target with a CatmullRom curve to a destination point. More...
 
class  CCFileUtilsWinRT
 Helper class to handle file operations. More...
 
class  CCFreeTypeFont
 
class  CCPrecompiledShaders
 
class  CCPUBoxEmitter
 
class  CCPUBoxEmitterTranslator
 
class  CCPUMaterialTranslator
 
class  ClippingNode
 ClippingNode is a subclass of Node. More...
 
class  ClippingRectangleNode
 Clipping Rectangle Node. More...
 
class  Clonable
 Interface that defines how to clone an Ref. More...
 
class  Cocos2dRenderer
 
struct  Color3B
 RGB color composed of bytes 3 bytes. More...
 
struct  Color4B
 RGBA color composed of 4 bytes. More...
 
struct  Color4F
 RGBA color composed of 4 floats. More...
 
class  Configuration
 Configuration contains some openGL variables. More...
 
class  Controller
 A Controller object represents a connected physical game controller. More...
 
class  CSLoader
 
class  CustomCommand
 Custom command is used for call custom openGL command which can not be done by other commands, such as stencil function, depth functions etc. More...
 
class  CustomInputEvent
 
class  Data
 
class  DataPool
 
class  DeccelAmplitude
 DeccelAmplitude action. More...
 
class  DelayTime
 Delays the action a certain amount of seconds. More...
 
class  Device
 
class  DirectionLight
 
class  Director
 Class that creates and handles the main Window and manages how and when to execute the Scenes. More...
 
class  DisplayLinkDirector
 DisplayLinkDirector is a Director that synchronizes timers with the refresh rate of the display. More...
 
class  DrawNode
 Node that draws dots, segments and polygons. More...
 
class  EaseBackIn
 EaseBackIn action. More...
 
class  EaseBackInOut
 EaseBackInOut action. More...
 
class  EaseBackOut
 EaseBackOut action. More...
 
class  EaseBezierAction
 Ease Bezier. More...
 
class  EaseBounce
 EaseBounce abstract class. More...
 
class  EaseBounceIn
 EaseBounceIn action. More...
 
class  EaseBounceInOut
 EaseBounceInOut action. More...
 
class  EaseBounceOut
 EaseBounceOut action. More...
 
class  EaseCircleActionIn
 Ease Circle In. More...
 
class  EaseCircleActionInOut
 Ease Circle InOut. More...
 
class  EaseCircleActionOut
 Ease Circle Out. More...
 
class  EaseCubicActionIn
 Ease Cubic In. More...
 
class  EaseCubicActionInOut
 Ease Cubic InOut. More...
 
class  EaseCubicActionOut
 Ease Cubic Out. More...
 
class  EaseElastic
 Ease Elastic abstract class. More...
 
class  EaseElasticIn
 Ease Elastic In action. More...
 
class  EaseElasticInOut
 Ease Elastic InOut action. More...
 
class  EaseElasticOut
 Ease Elastic Out action. More...
 
class  EaseExponentialIn
 Ease Exponential In action. More...
 
class  EaseExponentialInOut
 Ease Exponential InOut. More...
 
class  EaseExponentialOut
 Ease Exponential Out. More...
 
class  EaseIn
 EaseIn action with a rate. More...
 
class  EaseInOut
 EaseInOut action with a rate. More...
 
class  EaseOut
 EaseOut action with a rate. More...
 
class  EaseQuadraticActionIn
 Ease Quadratic In. More...
 
class  EaseQuadraticActionInOut
 Ease Quadratic InOut. More...
 
class  EaseQuadraticActionOut
 Ease Quadratic Out. More...
 
class  EaseQuarticActionIn
 Ease Quartic In. More...
 
class  EaseQuarticActionInOut
 Ease Quartic InOut. More...
 
class  EaseQuarticActionOut
 Ease Quartic Out. More...
 
class  EaseQuinticActionIn
 Ease Quintic In. More...
 
class  EaseQuinticActionInOut
 Ease Quintic InOut. More...
 
class  EaseQuinticActionOut
 Ease Quintic Out. More...
 
class  EaseRateAction
 Base class for Easing actions with rate parameters. More...
 
class  EaseSineIn
 Ease Sine In. More...
 
class  EaseSineInOut
 Ease Sine InOut. More...
 
class  EaseSineOut
 Ease Sine Out. More...
 
class  EditBoxEvent
 
class  Event
 Base class of all kinds of events. More...
 
class  EventAcceleration
 Accelerometer event. More...
 
class  EventCustom
 Custom event. More...
 
class  EventDispatcher
 This class manages event listener subscriptions and event dispatching. More...
 
class  EventFocus
 Focus event. More...
 
class  EventKeyboard
 Keyboard event. More...
 
class  EventListener
 The base class of event listener. More...
 
class  EventListenerAcceleration
 Acceleration event listener. More...
 
class  EventListenerController
 
class  EventListenerCustom
 Custom event listener. More...
 
class  EventListenerFocus
 Focus event listener. More...
 
class  EventListenerKeyboard
 Keyboard event listener. More...
 
class  EventListenerMouse
 Mouse event listener. More...
 
class  EventListenerPhysicsContact
 Contact listener. More...
 
class  EventListenerPhysicsContactWithBodies
 This event listener only be called when bodyA and bodyB have contacts. More...
 
class  EventListenerPhysicsContactWithGroup
 This event listener only be called when shapeA or shapeB is in the group your specified. More...
 
class  EventListenerPhysicsContactWithShapes
 This event listener only be called when shapeA and shapeB have contacts. More...
 
class  EventListenerTouchAllAtOnce
 Multiple touches event listener. More...
 
class  EventListenerTouchOneByOne
 Single touch event listener. More...
 
class  EventMouse
 The mouse event. More...
 
class  EventTouch
 Touch event. 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  FadeOutBLTiles
 FadeOutBLTiles action. More...
 
class  FadeOutDownTiles
 FadeOutDownTiles action. More...
 
class  FadeOutTRTiles
 FadeOutTRTiles action. More...
 
class  FadeOutUpTiles
 FadeOutUpTiles action. More...
 
class  FadeTo
 Fades an object that implements the RGBAProtocol protocol. More...
 
class  FileUtils
 Helper class to handle file operations. More...
 
class  FileUtilsAndroid
 Helper class to handle file operations. More...
 
class  FileUtilsApple
 Helper class to handle file operations. More...
 
class  FileUtilsLinux
 Helper class to handle file operations. More...
 
class  FileUtilsWin32
 Helper class to handle file operations. More...
 
class  FiniteTimeAction
 Base class actions that do have a finite time duration. More...
 
class  FlipX
 Flips the sprite horizontally. More...
 
class  FlipX3D
 FlipX3D action. More...
 
class  FlipY
 Flips the sprite vertically. More...
 
class  FlipY3D
 FlipY3D action. More...
 
class  Follow
 Follow is an action that "follows" a node. More...
 
struct  FontDefinition
 Font attributes. More...
 
struct  FontShadow
 types used for defining fonts properties (i.e. More...
 
struct  FontStroke
 Stroke attributes. 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 More...
 
class  GLProgram
 GLProgram Class that implements a glProgram. More...
 
class  GLProgramCache
 GLProgramCache Singleton that stores manages GLProgram objects (shaders) More...
 
class  GLProgramState
 GLProgramState holds the 'state' (uniforms and attributes) of the GLProgram. More...
 
class  GLProgramStateCache
 Some GLprogram state could be shared. More...
 
class  GLView
 By GLView you can operate the frame information of EGL view through some function. More...
 
class  GLViewImpl
 Class that represent the OpenGL View. More...
 
class  Grabber
 FBO class that grabs the the contents of the screen. More...
 
class  Grid3D
 Grid3D is a 3D grid implementation. More...
 
class  Grid3DAction
 Base class for Grid3D actions. More...
 
class  GridAction
 Base class for Grid actions. More...
 
class  GridBase
 Base class for Other grid. More...
 
class  GroupCommand
 GroupCommand is used to group several command together, and more, it can be nestd. More...
 
class  GroupCommandManager
 
class  Hide
 Hide the node. More...
 
class  IMEDelegate
 Input method editor delegate. More...
 
class  IMEDispatcher
 Input Method Edit Message Dispatcher. More...
 
struct  IMEKeyboardNotificationInfo
 Keyboard notification event type. More...
 
class  IndexBuffer
 IndexBuffer is an abstraction of low level openGL Buffer Object. More...
 
class  InputEvent
 
class  JniHelper
 
class  JumpBy
 Moves a Node object simulating a parabolic jump movement by modifying it's position attribute. More...
 
class  JumpTiles3D
 JumpTiles3D action. More...
 
class  JumpTo
 Moves a Node object to a parabolic position simulating a jump movement by modifying it's position attribute. More...
 
class  KeyboardEvent
 
class  Label
 Label is a subclass of SpriteBatchNode that knows how to render text labels. More...
 
class  LabelAtlas
 LabelAtlas is a subclass of AtlasNode. More...
 
class  Layer
 Layer is a subclass of Node that implements the TouchEventsDelegate protocol. 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  LayerMultiplex
 MultipleLayer is a Layer with the ability to multiplex it's children. More...
 
class  Lens3D
 Lens3D action. More...
 
class  Liquid
 Liquid action. More...
 
class  Lock
 
class  LuaBridge
 Build bridge between ObjC and Lua. More...
 
class  LuaCallFunc
 The LuaCallFunc is wrapped to call the callback function in the Lua Conveniently and don't insert useless code to processing the lua in the CallFuncN. More...
 
class  LuaEngine
 The Lua engine integrated into the cocos2d-x to process the interactive operation between lua and c++. More...
 
class  LuaObjcBridge
 Build a bridge between ObjectC and Lua script. More...
 
class  LuaStack
 LuaStack is used to manager the operation on the lua_State,eg., push data onto the lua_State, execute the function depended on the lua_State. More...
 
class  LuaValue
 Wrap different general types of data into a same specific type named LuaValue. More...
 
class  Map
 Similar to std::unordered_map, but it will manage reference count automatically internally. More...
 
struct  MaterialData
 material data, More...
 
struct  MaterialDatas
 material datas, since 3.3 More...
 
class  Menu
 A Menu for touch handling. More...
 
class  MenuItem
 MenuItem base class. More...
 
class  MenuItemAtlasFont
 A MenuItemAtlasFont. More...
 
class  MenuItemFont
 A MenuItemFont. More...
 
class  MenuItemImage
 MenuItemImage accepts images as items. More...
 
class  MenuItemLabel
 An abstract class for "label" MenuItemLabel items. More...
 
class  MenuItemSprite
 MenuItemSprite accepts Node<RGBAProtocol> objects as items. More...
 
class  MenuItemToggle
 A MenuItemToggle. More...
 
class  Mesh
 Mesh: contains ref to index buffer, GLProgramState, texture, skin, blend function, aabb and so on. More...
 
class  MeshCommand
 
struct  MeshData
 mesh data More...
 
struct  MeshDatas
 mesh datas More...
 
class  MeshIndexData
 the MeshIndexData class. More...
 
class  MeshInfo
 Class that constructs mesh information of a given mesh name. More...
 
class  MeshSkin
 MeshSkin, A class maintain a collection of bones that affect Mesh vertex. More...
 
struct  MeshVertexAttrib
 mesh vertex attribute More...
 
class  MeshVertexData
 the MeshVertexData class. More...
 
struct  ModelData
 model node data, since 3.3 More...
 
class  MotionStreak
 Creates a trailing path. 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...
 
struct  NMaterialData
 
class  Node
 Node is the base element of the Scene Graph. More...
 
struct  NodeData
 Node data, since 3.3. More...
 
struct  NodeDatas
 node datas, since 3.3 More...
 
class  NodeGrid
 Base class for Grid Node. More...
 
struct  NTextureData
 new material, since 3.3 More...
 
class  OBB
 Oritened Bounding Box(OBB) More...
 
class  ObjectFactory
 
class  ObjLoader
 .obj file Loader More...
 
class  OrbitCamera
 OrbitCamera action. More...
 
class  PageTurn3D
 This action simulates a page turn from the bottom right hand corner of the screen. More...
 
class  ParallaxNode
 ParallaxNode: A node that simulates a parallax scroller. More...
 
struct  Particle3D
 
class  Particle3DAffector
 
class  Particle3DEmitter
 3d particle emitter More...
 
class  Particle3DModelRender
 
class  Particle3DQuadRender
 
class  Particle3DRender
 3d particle render 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  ParticleExplosion
 An explosion particle system. More...
 
class  ParticleFire
 A fire particle system. More...
 
class  ParticleFireworks
 A fireworks particle system. More...
 
class  ParticleFlower
 A flower particle system. More...
 
class  ParticleGalaxy
 A galaxy particle system. More...
 
class  ParticleMeteor
 A meteor particle system. More...
 
class  ParticleRain
 A rain particle system. More...
 
class  ParticleSmoke
 An smoke particle system. More...
 
class  ParticleSnow
 An snow particle system. More...
 
class  ParticleSpiral
 An spiral particle system. More...
 
class  ParticleSun
 A sun particle system. More...
 
class  ParticleSystem
 Particle System base class. More...
 
class  ParticleSystem3D
 
class  ParticleSystemQuad
 ParticleSystemQuad is a subclass of ParticleSystem. More...
 
class  PhysicsBody
 A body affect by physics. More...
 
class  PhysicsContact
 Contact infomation. More...
 
class  PhysicsContactPostSolve
 Postsolve value generated when onContactPostSolve called. More...
 
class  PhysicsContactPreSolve
 Presolve value generated when onContactPreSolve called. More...
 
class  PhysicsDebugDraw
 A physics helper class. More...
 
class  PhysicsHelper
 A physics helper class. More...
 
class  PhysicsJoint
 An PhysicsJoint object connects two physics bodies together. More...
 
class  PhysicsJointDistance
 Set the fixed distance with two bodies. More...
 
class  PhysicsJointFixed
 A fixed joint fuses the two bodies together at a reference point. More...
 
class  PhysicsJointGear
 Keeps the angular velocity ratio of a pair of bodies constant. More...
 
class  PhysicsJointGroove
 Attach body a to a line, and attach body b to a dot. More...
 
class  PhysicsJointLimit
 A limit joint imposes a maximum distance between the two bodies, as if they were connected by a rope. More...
 
class  PhysicsJointMotor
 Keeps the relative angular velocity of a pair of bodies constant. More...
 
class  PhysicsJointPin
 A pin joint allows the two bodies to independently rotate around the anchor point as if pinned together. More...
 
class  PhysicsJointRatchet
 Works like a socket wrench. More...
 
class  PhysicsJointRotaryLimit
 Likes a limit joint, but works with rotary. More...
 
class  PhysicsJointRotarySpring
 Likes a spring joint, but works with rotary. More...
 
class  PhysicsJointSpring
 Connecting two physics bodies together with a spring. More...
 
class  PhysicsShape
 A shape for body. More...
 
class  PhysicsShapeBox
 A box shape. More...
 
class  PhysicsShapeCircle
 A circle shape. More...
 
class  PhysicsShapeEdgeBox
 An edge box shape. More...
 
class  PhysicsShapeEdgeChain
 A chain shape. More...
 
class  PhysicsShapeEdgePolygon
 An edge polygon shape. More...
 
class  PhysicsShapeEdgeSegment
 A segment shape. More...
 
class  PhysicsShapePolygon
 A polygon shape. More...
 
class  PhysicsWorld
 An PhysicsWorld object simulates collisions and other physical properties. More...
 
class  Place
 Places the node in a certain position. More...
 
class  Plane
 Defines plane. More...
 
class  PointArray
 An Array that contain control points. More...
 
class  PointerEvent
 
class  PointLight
 
struct  PointSprite
 Vec2 Sprite component. More...
 
class  Primitive
 Primitive can support sending points, lines and triangles to glpipeline, which is an abstraction of primitive data. More...
 
class  PrimitiveCommand
 Command used to render primitive, similar to QuadCommand. More...
 
class  ProgressFromTo
 Progress from a percentage to another percentage. More...
 
class  ProgressTimer
 ProgressTimer is a subclass of Node. More...
 
class  ProgressTo
 Progress to percentage. More...
 
class  ProtectedNode
 A inner node type mainly used for UI module. More...
 
class  PUAbstractNode
 
class  PUAffector
 
class  PUAffectorManager
 
class  PUAffectorTranslator
 
class  PUAlignAffector
 
class  PUAlignAffectorTranslator
 
class  PUAtomAbstractNode
 This is an abstract node which cannot be broken down further. More...
 
class  PUBaseCollider
 
class  PUBaseColliderTranslator
 
class  PUBaseForceAffector
 
class  PUBaseForceAffectorTranslator
 
class  PUBeamRender
 
class  PUBehaviour
 
class  PUBehaviourManager
 
class  PUBehaviourTranslator
 
class  PUBillboardChain
 
class  PUBoxCollider
 
class  PUBoxColliderTranslator
 
class  PUCircleEmitter
 
class  PUCircleEmitterTranslator
 
class  PUCollisionAvoidanceAffector
 
class  PUCollisionAvoidanceAffectorTranslator
 
class  PUColorAffector
 
class  PUColorAffectorTranslator
 
struct  PUConcreteNode
 
struct  PUControlPointSorter
 Comparer used for sorting vector in ascending order. More...
 
class  PUDoAffectorEventHandler
 
class  PUDoAffectorEventHandlerTranslator
 
class  PUDoEnableComponentEventHandler
 
class  PUDoEnableComponentEventHandlerTranslator
 
class  PUDoExpireEventHandler
 
class  PUDoExpireEventHandlerTranslator
 
class  PUDoFreezeEventHandler
 
class  PUDoFreezeEventHandlerTranslator
 
class  PUDoPlacementParticleEventHandler
 
class  PUDoPlacementParticleEventHandlerTranslator
 
class  PUDoScaleEventHandler
 
class  PUDoScaleEventHandlerTranslator
 
class  PUDoStopSystemEventHandler
 
class  PUDoStopSystemEventHandlerTranslator
 
class  PUDynamicAttribute
 
class  PUDynamicAttributeCurved
 
class  PUDynamicAttributeFixed
 
class  PUDynamicAttributeHelper
 
class  PUDynamicAttributeOscillate
 
class  PUDynamicAttributeRandom
 
class  PUDynamicAttributeTranslator
 
class  PUEmitter
 3d particle emitter More...
 
class  PUEmitterManager
 
class  PUEmitterTranslator
 
class  PUEventHandler
 
class  PUEventHandlerManager
 
class  PUEventHandlerTranslator
 
class  PUFlockCenteringAffector
 
class  PUFlockCenteringAffectorTranslator
 
class  PUForceField
 Force Field Affector Class: This class defines a force field to affect the particle direction. More...
 
class  PUForceFieldAffector
 
class  PUForceFieldAffectorTranslator
 
class  PUForceFieldCalculationFactory
 Pure virtual ForceFieldCalculationFactory. More...
 
class  PUGeometryRotator
 
class  PUGeometryRotatorTranslator
 
class  PUGravityAffector
 
class  PUGravityAffectorTranslator
 
class  PUInterParticleColliderTranslator
 
class  PUJetAffector
 
class  PUJetAffectorTranslator
 
class  PULineAffector
 
class  PULineAffectorTranslator
 
class  PULinearForceAffector
 
class  PULinearForceAffectorTranslator
 
class  PULineEmitter
 
class  PULineEmitterTranslator
 
class  PUListener
 
class  PUMaterial
 
class  PUMaterialCache
 
class  PUMaterialPassTranslator
 
class  PUMaterialTechniqueTranslator
 
class  PUMaterialTextureUnitTranslator
 
class  PUMeshSurfaceEmitter
 The MeshSurfaceEmitter is a ParticleEmitter that emits particles on the surface of a mesh. More...
 
class  PUMeshSurfaceEmitterTranslator
 
class  PUNoise3D
 
class  PUObjectAbstractNode
 This specific abstract node represents a script object. More...
 
class  PUObserver
 
class  PUObserverManager
 
class  PUObserverTranslator
 
class  PUOnClearObserver
 
class  PUOnClearObserverTranslator
 
class  PUOnCollisionObserver
 
class  PUOnCollisionObserverTranslator
 
class  PUOnCountObserver
 
class  PUOnCountObserverTranslator
 
class  PUOnEmissionObserver
 
class  PUOnEmissionObserverTranslator
 
class  PUOnEventFlagObserver
 
class  PUOnEventFlagObserverTranslator
 
class  PUOnExpireObserver
 
class  PUOnExpireObserverTranslator
 
class  PUOnPositionObserver
 
class  PUOnPositionObserverTranslator
 
class  PUOnQuotaObserver
 
class  PUOnQuotaObserverTranslator
 
class  PUOnRandomObserver
 
class  PUOnRandomObserverTranslator
 
class  PUOnTimeObserver
 
class  PUOnTimeObserverTranslator
 
class  PUOnVelocityObserver
 
class  PUOnVelocityObserverTranslator
 
struct  PUParticle3D
 
class  PUParticle3DBeamVisualData
 
class  PUParticle3DBoxRender
 
class  PUParticle3DEntityRender
 
class  PUParticle3DInterParticleCollider
 
class  PUParticle3DModelRender
 
class  PUParticle3DQuadRender
 
class  PUParticleFollower
 
class  PUParticleFollowerTranslator
 
class  PUParticleSystem3D
 
class  PUParticleSystem3DTranslator
 
class  PUPathFollower
 
class  PUPathFollowerTranslator
 
class  PUPlane
 Defines a plane in 3D space. More...
 
class  PUPlaneCollider
 
class  PUPlaneColliderTranslator
 
class  PUPointEmitter
 
class  PUPointEmitterTranslator
 
class  PUPositionEmitter
 
class  PUPositionEmitterTranslator
 
class  PUPropertyAbstractNode
 This abstract node represents a script property. More...
 
class  PURandomiser
 
class  PURandomiserTranslator
 
class  PURealTimeForceFieldCalculationFactory
 Factory class to calculate forces in realtime. More...
 
class  PURender
 
class  PURendererTranslator
 
class  PURibbonTrail
 
class  PURibbonTrailRender
 
class  PURibbonTrailVisualData
 
class  PUScaleAffector
 
class  PUScaleAffectorTranslator
 
class  PUScaleVelocityAffector
 
class  PUScaleVelocityAffectorTranslator
 
class  PUScriptCompiler
 
class  PUScriptLexer
 
class  PUScriptParser
 
struct  PUScriptToken
 This struct represents a token, which is an ID'd lexeme from the parsing input stream. More...
 
class  PUScriptTranslator
 script translator More...
 
class  PUSimpleSpline
 
class  PUSineForceAffector
 
class  PUSineForceAffectorTranslator
 
class  PUSlaveBehaviour
 
class  PUSlaveBehaviourTranslator
 
class  PUSlaveEmitter
 
class  PUSlaveEmitterTranslator
 
struct  PUSortAscending
 Comparer used for sorting vector in ascending order. More...
 
struct  PUSortDescending
 Comparer used for sorting vector in descending order. More...
 
class  PUSphere
 A sphere primitive, mostly used for bounds checking. More...
 
class  PUSphereCollider
 
class  PUSphereColliderTranslator
 
class  PUSphereRender
 
class  PUSphereSurfaceEmitter
 
class  PUSphereSurfaceEmitterTranslator
 
class  PUTechniqueTranslator
 
class  PUTextureAnimator
 
class  PUTextureAnimatorTranslator
 
class  PUTextureRotator
 
class  PUTextureRotatorTranslator
 
class  PUTranslateManager
 
class  PUTriangle
 Definition of a Triangle. More...
 
class  PUUtil
 
class  PUVelocityMatchingAffector
 
class  PUVelocityMatchingAffectorTranslator
 
class  PUVortexAffector
 
class  PUVortexAffectorTranslator
 
struct  Quad2
 A 2D Quad. More...
 
struct  Quad3
 A 3D Quad. More...
 
class  QuadCommand
 Command used to render one or more Quads, similar to TrianglesCommand. More...
 
class  RandomHelper
 A helper class for creating random number. More...
 
class  Ray
 Ray is a line with one end. More...
 
class  Rect
 Rectangle area. More...
 
class  Ref
 Ref is used for reference count manangement. More...
 
struct  Reference
 reference data More...
 
class  RemoveSelf
 Remove the node. More...
 
class  RenderCommand
 Base class of the RenderCommand hierarchy. More...
 
class  Renderer
 
class  RenderQueue
 Class that knows how to sort RenderCommand objects. More...
 
struct  RenderStackElement
 
class  RenderTexture
 RenderTexture is a generic rendering target. More...
 
class  Repeat
 Repeats an action a number of times. More...
 
class  RepeatForever
 Repeats an action for ever. More...
 
class  ReuseGrid
 ReuseGrid action. More...
 
class  ReverseTime
 Executes an action in reverse order, from time=duration to time=0. More...
 
class  Ripple3D
 Ripple3D action. More...
 
class  RotateBy
 Rotates a Node object clockwise a number of degrees by modifying it's rotation attribute. More...
 
class  RotateTo
 Rotates a Node object to a certain angle by modifying it's rotation attribute. More...
 
class  ScaleBy
 Scales a Node object a zoom factor by modifying it's scale attribute. More...
 
class  ScaleTo
 Scales a Node object to a zoom factor by modifying it's scale attribute. More...
 
class  Scene
 Scene is a subclass of Node that is used only as an abstract concept. More...
 
class  Scheduler
 Scheduler is responsible for triggering the scheduled callbacks. More...
 
class  ScriptHandlerMgr
 In order to reduce the coupling of lua script engine and native c++ engine. More...
 
class  sealed
 
class  Sequence
 Runs actions sequentially, one after another. More...
 
class  Shaky3D
 Shaky3D action. More...
 
class  ShakyTiles3D
 ShakyTiles3D action. More...
 
class  ShatteredTiles3D
 ShatteredTiles3D action. More...
 
class  Show
 Show the node. More...
 
class  ShuffleTiles
 ShuffleTiles action. More...
 
class  Size
 
class  Skeleton3D
 Skeleton. More...
 
class  SkewBy
 Skews a Node object by skewX and skewY degrees. More...
 
class  SkewTo
 Skews a Node object to given angles by modifying it's skewX and skewY attributes. More...
 
struct  SkinData
 skin data More...
 
class  Spawn
 Spawn a new action immediately. More...
 
class  Speed
 Changes the speed of an action, making it take longer (speed>1) or less (speed<1) time. More...
 
class  SplitCols
 SplitCols action. More...
 
class  SplitRows
 SplitRows action. More...
 
class  SpotLight
 
class  Sprite
 Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ). More...
 
class  Sprite3D
 Sprite3D: A sprite can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite. More...
 
class  Sprite3DCache
 Sprite3DCache. More...
 
class  Sprite3DMaterialCache
 the sprite3D material is only texture for now 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  StopGrid
 StopGrid action. More...
 
struct  T2F_Quad
 Texture coordinates for a quad. 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...
 
struct  Tex2F
 A vertex composed of 2 floats: x, y. More...
 
class  TextFieldDelegate
 A input protocol for TextField. More...
 
class  TextFieldTTF
 A simple text input field with TTF font. 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  TiledGrid3D
 TiledGrid3D is a 3D grid implementation. More...
 
class  TiledGrid3DAction
 Base class for TiledGrid3D actions. More...
 
struct  timezone
 
class  TintBy
 Tints a Node that implements the NodeRGB protocol from current tint to a custom one. More...
 
class  TintTo
 Tints a Node that implements the NodeRGB protocol from current tint to a custom one. More...
 
class  TMXLayer
 TMXLayer represents the TMX layer. More...
 
class  TMXObjectGroup
 TMXObjectGroup represents the TMX object group. More...
 
class  TMXTiledMap
 TMXTiledMap knows how to parse and render a TMX map. More...
 
class  ToggleVisibility
 Toggles the visibility of a node. More...
 
class  Touch
 Encapsulates the Touch information, such as touch point, id and so on, and provides the methods that commonly used. More...
 
class  TransitionCrossFade
 TransitionCrossFade: Cross fades two scenes using the RenderTexture object. More...
 
class  TransitionEaseScene
 TransitionEaseScene can ease the actions of the scene protocol. More...
 
class  TransitionFade
 TransitionFade: Fade out the outgoing scene and then fade in the incoming scene. More...
 
class  TransitionFadeBL
 TransitionFadeBL: Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner. More...
 
class  TransitionFadeDown
 TransitionFadeDown: Fade the tiles of the outgoing scene from the top to the bottom. More...
 
class  TransitionFadeTR
 TransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner. More...
 
class  TransitionFadeUp
 TransitionFadeUp: Fade the tiles of the outgoing scene from the bottom to the top. More...
 
class  TransitionFlipAngular
 TransitionFlipAngular: Flips the screen half horizontally and half vertically. More...
 
class  TransitionFlipX
 TransitionFlipX: Flips the screen horizontally. More...
 
class  TransitionFlipY
 TransitionFlipY: Flips the screen vertically. More...
 
class  TransitionJumpZoom
 TransitionJumpZoom: Zoom out and jump the outgoing scene, and then jump and zoom in the incoming. More...
 
class  TransitionMoveInB
 TransitionMoveInB: Move in from to the bottom the incoming scene. 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  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  TransitionProgressHorizontal
 TransitionProgressHorizontal transition. More...
 
class  TransitionProgressInOut
 TransitionProgressInOut transition. More...
 
class  TransitionProgressOutIn
 TransitionProgressOutIn transition. More...
 
class  TransitionProgressRadialCCW
 TransitionRadialCCW transition. More...
 
class  TransitionProgressRadialCW
 TransitionRadialCW transition. More...
 
class  TransitionProgressVertical
 TransitionProgressVertical transition. More...
 
class  TransitionRotoZoom
 TransitionRotoZoom: Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming. More...
 
class  TransitionScene
 Base class for Transition scenes. More...
 
class  TransitionSceneOriented
 A Transition that supports orientation like. More...
 
class  TransitionShrinkGrow
 Shrink the outgoing scene while grow the incoming scene. More...
 
class  TransitionSlideInB
 TransitionSlideInB: Slide in the incoming scene from the bottom border. 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  TransitionSlideInT
 TransitionSlideInT: Slide in the incoming scene from the top border. 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  TransitionTurnOffTiles
 TransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order. More...
 
class  TransitionZoomFlipAngular
 TransitionZoomFlipAngular: Flips the screen half horizontally and half vertically doing a little zooming out/in. 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  TrianglesCommand
 Command used to render one or more Triangles, which is similar to QuadCommand. More...
 
class  TurnOffTiles
 TurnOffTiles action. More...
 
class  Twirl
 Twirl action. More...
 
class  UIEditBoxEvent
 
struct  Uniform
 Uniform is a structure to encapsulate data got from glGetActiveUniform and glGetUniformLocation. More...
 
class  UniformValue
 Uniform Value, which is used to store to value send to openGL pipe line by glUniformXXX. More...
 
class  UserDefault
 UserDefault acts as a tiny database. More...
 
struct  V2F_C4B_PF
 
struct  V2F_C4B_T2F
 A Vec2 with a vertex point, a tex coord point and a color 4B. More...
 
struct  V2F_C4B_T2F_Quad
 A Quad of V2F_C4B_T2F. More...
 
struct  V2F_C4B_T2F_Triangle
 A Triangle of V2F_C4B_T2F. More...
 
struct  V2F_C4F_T2F
 A Vec2 with a vertex point, a tex coord point and a color 4F. More...
 
struct  V2F_C4F_T2F_Quad
 4 Vertex2FTex2FColor4F Quad. More...
 
struct  V3F_C4B_T2F
 A Vec2 with a vertex point, a tex coord point and a color 4B. More...
 
struct  V3F_C4B_T2F_Quad
 4 Vertex3FTex2FColor4B. More...
 
struct  V3F_T2F
 A Vec2 with a vertex point, a tex coord point. More...
 
struct  V3F_T2F_Quad
 
class  Value
 
class  Vector
 
struct  VertexAttrib
 VertexAttrib is a structure to encapsulate data got from glGetActiveAttrib. More...
 
class  VertexAttribValue
 Vertex Attribute Value, which is an abstraction of VertexAttribute and data pointer. More...
 
class  VertexBuffer
 VertexBuffer is an abstraction of low level openGL Vertex Buffer Object. More...
 
class  VertexData
 VertexData is a class used for specify input streams for GPU rendering pipeline, a VertexData will be composed by several streams, every stream will contain a VertexStreamAttribute and the binding VertexBuffer. More...
 
struct  VertexStreamAttribute
 VertexStreamAttribute is used to specify the vertex attribute for drawing, which is correspondent to glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr). More...
 
class  Waves
 Waves action. More...
 
class  Waves3D
 Waves3D action. More...
 
class  WavesTiles3D
 WavesTiles3D action. More...
 

Typedefs

typedef std::function< void(Ref *)> ccMenuCallback
typedef void(Ref::* SEL_CallFunc )()
typedef void(Ref::* SEL_CallFuncN )(Node *)
typedef void(Ref::* SEL_CallFuncND )(Node *, void *)
typedef void(Ref::* SEL_CallFuncO )(Ref *)
typedef void(Ref::* SEL_MenuHandler )(Ref *)
typedef void(Ref::* SEL_SCHEDULE )(float)
typedef std::function< void(float)> ccSchedulerFunc
typedef std::vector< ValueValueVector
typedef std::unordered_map
< std::string, Value
ValueMap
typedef std::unordered_map
< int, Value
ValueMapIntKey
typedef std::function< void(Ref *)> ccNodeLoadCallback
typedef Vec2 Vect
typedef std::function< bool(PhysicsWorld
&world, const
PhysicsRayCastInfo &info, void
*data)> 
PhysicsRayCastCallbackFunc
 Called for each fixture found in the query. More...
 
typedef std::function< bool(PhysicsWorld
&, PhysicsShape &, void *)> 
PhysicsQueryRectCallbackFunc
typedef
PhysicsQueryRectCallbackFunc 
PhysicsQueryPointCallbackFunc
typedef HANDLE pthread_t
typedef HANDLE pthread_mutex_t
typedef int pthread_cond_t
typedef void(* GLInfoFunction )(GLuint program, GLenum pname, GLint *params)
typedef void(* GLLogFunction )(GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog)
typedef struct _MipmapInfo MipmapInfo
typedef int LUA_FUNCTION
typedef int LUA_TABLE
typedef int LUA_STRING
typedef std::map< std::string,
LuaValue
LuaValueDict
typedef
LuaValueDict::const_iterator 
LuaValueDictIterator
typedef std::list< LuaValueLuaValueArray
typedef
LuaValueArray::const_iterator 
LuaValueArrayIterator
typedef DataPool< Particle3DParticlePool
typedef std::vector< PUTriangleTriangles
 Define a template class for a vector of triangles. More...
 
typedef std::vector< PUPlanePlaneList
typedef std::list
< PUAbstractNode * > 
PUAbstractNodeList
typedef std::vector
< PUScriptToken * > 
PUScriptTokenList
typedef std::list
< PUConcreteNode * > 
PUConcreteNodeList

Enumerations

enum  CameraFlag {
  DEFAULT = 1, USER1 = 1 << 1, USER2 = 1 << 2, USER3 = 1 << 3,
  USER4 = 1 << 4, USER5 = 1 << 5, USER6 = 1 << 6, USER7 = 1 << 7,
  USER8 = 1 << 8
}
 Note: Scene creates a default camera. More...
 
enum  GlyphCollection { DYNAMIC, NEHE, ASCII, CUSTOM }
 Possible GlyphCollection used by Label. More...
 
enum  LabelEffect { NORMAL, OUTLINE, SHADOW, GLOW }
 Possible LabelEffect used by Label. More...
 
enum  LightType { DIRECTIONAL = 0, POINT = 1, SPOT = 2, AMBIENT = 3 }
 
enum  LightFlag {
  LIGHT0 = 1, LIGHT1 = 1 << 1, LIGHT2 = 1 << 2, LIGHT3 = 1 << 3,
  LIGHT4 = 1 << 4, LIGHT5 = 1 << 5, LIGHT6 = 1 << 6, LIGHT7 = 1 << 7,
  LIGHT8 = 1 << 8, LIGHT9 = 1 << 9, LIGHT10 = 1 << 10, LIGHT11 = 1 << 11,
  LIGHT12 = 1 << 12, LIGHT13 = 1 << 13, LIGHT14 = 1 << 14, LIGHT15 = 1 << 15
}
 
enum  {
  kNodeOnEnter, kNodeOnExit, kNodeOnEnterTransitionDidFinish, kNodeOnExitTransitionDidStart,
  kNodeOnCleanup
}
 
enum  { TMXOrientationOrtho, TMXOrientationHex, TMXOrientationIso, TMXOrientationStaggered }
 Possible orientations of the TMX map. More...
 
enum  EvaluateType { INT_LINEAR, INT_NEAR, INT_QUAT_SLERP, INT_USER_FUNCTION }
 Evaluate Type. More...
 
enum  PointSide { IN_PLANE, FRONT_PLANE, BEHIND_PLANE }
 
enum  MATRIX_STACK_TYPE { MATRIX_STACK_MODELVIEW, MATRIX_STACK_PROJECTION, MATRIX_STACK_TEXTURE }
 Matrix stack type. More...
 
enum  PointerEventType { PointerPressed, PointerMoved, PointerReleased }
 
enum  Cocos2dEvent { ShowKeyboard, HideKeyboard, TerminateApp }
 
enum  Cocos2dKeyEvent : int { Text, Escape, Back, Enter }
 
enum  LuaBridgeError {
  kLuaBridgeErrorOk = 0, kLuaBridgeErrorInvalidParameters = -1, kLuaBridgeErrorClassNotFound = -2, kLuaBridgeErrorMethodNotFound = -3,
  kLuaBridgeErrorExceptionOccurred = -4, kLuaBridgeErrorMethodSignature = -5, kLuaBridgeErrorJavaVMError = -6
}
 LuaBridge Error enum, with inline docs. More...
 
enum  PUInterpolationType { IT_LINEAR, IT_SPLINE }
 
enum  PUComparisionOperator { CO_LESS_THAN, CO_EQUALS, CO_GREATER_THAN }
 
enum  PUComponentType {
  CT_PARTICLE, CT_SYSTEM, CT_TECHNIQUE, CT_EMITTER,
  CT_AFFECTOR, CT_OBSERVER
}
 
enum  PUAbstractNodeType {
  ANT_UNKNOWN, ANT_ATOM, ANT_OBJECT, ANT_PROPERTY,
  ANT_IMPORT, ANT_VARIABLE_SET, ANT_VARIABLE_ACCESS
}
 This enum holds the types of the possible abstract nodes. More...
 
enum  {
  TID_LBRACKET = 0, TID_RBRACKET, TID_COLON, TID_VARIABLE,
  TID_WORD, TID_QUOTE, TID_NEWLINE, TID_UNKNOWN,
  TID_END
}
 
enum  PUConcreteNodeType {
  CNT_VARIABLE, CNT_VARIABLE_ASSIGN, CNT_WORD, CNT_IMPORT,
  CNT_QUOTE, CNT_LBRACE, CNT_RBRACE, CNT_COLON
}
 
enum  eDefineStaticToken {
  TOKEN_GROUP_MASK, TOKEN_ACCELERATION, TOKEN_MAX_INCREMENT, TOKEN_MIN_INCREMENT,
  TOKEN_ITERATIONS, TOKEN_COLOUR_CHANGE, TOKEN_INITIAL_COLOUR, TOKEN_RANDOM_INITIAL_COLOUR,
  TOKEN_USE_VERTEX_COLOURS, TOKEN_USE_OWN_ROTATION, TOKEN_MAX_DEVIATION, TOKEN_TIME_STEP,
  TOKEN_BOX_WIDTH, TOKEN_BOX_HEIGHT, TOKEN_BOX_DEPTH, TOKEN_VELOCITY,
  TOKEN_SPEED, TOKEN_ROTATION_SPEED, TOKEN_ROTATION, TOKEN_ROTATION_AXIS,
  TOKEN_NORMAL, TOKEN_STEP, TOKEN_NUMBER_OF_SEGMENTS, TOKEN_MAX_ELEMENTS,
  TOKEN_UPDATE_INTERVAL, TOKEN_DISTANCE_THRESHOLD, TOKEN_MATERIAL, TOKEN_MESH_NAME,
  TOKEN_RADIUS, TOKEN_ENABLED, TOKEN_POSITION, TOKEN_KEEP_LOCAL,
  TOKEN_LESS_THAN, TOKEN_GREATER_THAN, TOKEN_EQUALS, TOKEN_VISUAL_PARTICLE,
  TOKEN_EMITTER_PARTICLE, TOKEN_AFFECTOR_PARTICLE, TOKEN_TECHNIQUE_PARTICLE, TOKEN_SYSTEM_PARTICLE,
  TOKEN_POINT, TOKEN_VERTEX, TOKEN_INCREASE, TOKEN_ALIAS,
  TOKEN_USE_ALIAS, TOKEN_SINCE_START_SYSTEM, TOKEN_SYSTEM, TOKEN_PS_ITERATION_INTERVAL,
  TOKEN_PS_NONVIS_UPDATE_TIMEOUT, TOKEN_PS_FIXED_TIMEOUT, TOKEN_PS_LOD_DISTANCES, TOKEN_PS_MAIN_CAMERA_NAME,
  TOKEN_PS_SMOOTH_LOD, TOKEN_PS_FAST_FORWARD, TOKEN_PS_SCALE, TOKEN_PS_SCALE_VELOCITY,
  TOKEN_PS_SCALE_TIME, TOKEN_PS_TIGHT_BOUNDING_BOX, TOKEN_PS_CATEGORY, TOKEN_TECHNIQUE,
  TOKEN_TECH_VISUAL_PARTICLE_QUOTA, TOKEN_TECH_EMITTED_EMITTER_QUOTA, TOKEN_TECH_EMITTED_AFFECTOR_QUOTA, TOKEN_TECH_EMITTED_TECHNIQUE_QUOTA,
  TOKEN_TECH_EMITTED_SYSTEM_QUOTA, TOKEN_TECH_LOD_INDEX, TOKEN_TECH_DEFAULT_PARTICLE_WIDTH, TOKEN_TECH_DEFAULT_PARTICLE_HEIGHT,
  TOKEN_TECH_DEFAULT_PARTICLE_DEPTH, TOKEN_TECH_SPHASHING_CELL_DIMENSION, TOKEN_TECH_SPHASHING_CELL_OVERLAP, TOKEN_TECH_SPHASHING_SIZE,
  TOKEN_TECH_SPHASHING_UPDATE_INTERVAL, TOKEN_TECH_MAX_VELOCITY, TOKEN_RENDERER, TOKEN_RENDERER_Q_GROUP,
  TOKEN_RENDERER_SORTING, TOKEN_RENDERER_TEXCOORDS_DEFINE, TOKEN_RENDERER_TEXCOORDS_ROWS, TOKEN_RENDERER_TEXCOORDS_SET,
  TOKEN_RENDERER_TEXCOORDS_COLUMNS, TOKEN_RENDERER_USE_SOFT_PARTICLES, TOKEN_RENDERER_SOFT_PARTICLES_CONTRAST_POWER, TOKEN_RENDERER_SOFT_PARTICLES_SCALE,
  TOKEN_RENDERER_SOFT_PARTICLES_DELTA, TOKEN_EMITTER, TOKEN_EMITTER_DIRECTION, TOKEN_EMITTER_ORIENTATION,
  TOKEN_EMITTER_ORIENTATION_RANGE_START, TOKEN_EMITTER_ORIENTATION_RANGE_END, TOKEN_EMITTER_START_ORIENTATION_RANGE, TOKEN_EMITTER_END_ORIENTATION_RANGE,
  TOKEN_EMITTER_DURATION, TOKEN_EMITTER_REPEAT_DELAY, TOKEN_EMITTER_EMITS, TOKEN_ANGLE,
  TOKEN_EMITTER_EMISSION_RATE, TOKEN_TIME_TO_LIVE, TOKEN_EMITTER_MASS, TOKEN_EMITTER_START_TEXCOORDS,
  TOKEN_EMITTER_END_TEXCOORDS, TOKEN_EMITTER_START_TEXCOORDS_RANGE, TOKEN_EMITTER_END_TEXCOORDS_RANGE, TOKEN_EMITTER_TEXCOORDS,
  TOKEN_EMITTER_START_COLOUR_RANGE, TOKEN_EMITTER_END_COLOUR_RANGE, TOKEN_EMITTER_COLOUR, TOKEN_EMITTER_ALL_PARTICLE_DIM,
  TOKEN_EMITTER_PARTICLE_WIDTH, TOKEN_EMITTER_PARTICLE_HEIGHT, TOKEN_EMITTER_PARTICLE_DEPTH, TOKEN_EMITTER_AUTO_DIRECTION,
  TOKEN_EMITTER_FORCE_EMISISON, TOKEN_AFFECTOR, TOKEN_AFFECTOR_MASS, TOKEN_AFFECTOR_EXCLUDE_EMITTER,
  TOKEN_AFFECTOR_SPECIALISATION, TOKEN_AFFECTOR_SPEC_DEFAULT, TOKEN_AFFECTOR_SPEC_TTL_INCREASE, TOKEN_AFFECTOR_SPEC_TTL_DECREASE,
  TOKEN_OBSERVER, TOKEN_OBSERVE_PARTICLE_TYPE, TOKEN_OBSERVE_INTERVAL, TOKEN_OBSERVE_UNTIL_EVENT,
  TOKEN_HANDLER, TOKEN_BEHAVIOUR, TOKEN_EXTERN, TOKEN_EXTERN_DISTANCE_THRESHOLD,
  TOKEN_DYN_CONTROL_POINT, TOKEN_DYN_MIN, TOKEN_DYN_MAX, TOKEN_DYN_OSCILLATE_FREQUENCY,
  TOKEN_DYN_OSCILLATE_PHASE, TOKEN_DYN_OSCILLATE_BASE, TOKEN_DYN_OSCILLATE_AMPLITUDE, TOKEN_DYN_OSCILLATE_TYPE,
  TOKEN_DYN_OSCILLATE, TOKEN_DYN_RANDOM, TOKEN_DYN_CURVED_LINEAR, TOKEN_DYN_CURVED_SPLINE,
  TOKEN_DYN_SINE, TOKEN_DYN_SQUARE, TOKEN_CAMERA_DEPENDENCY, TOKEN_BEAMRENDERER_UPDATE_INTERVAL,
  TOKEN_BEAMRENDERER_MAX_ELEMENTS, TOKEN_BEAMRENDERER_DEVIATION, TOKEN_BEAMRENDERER_NUMBER_OF_SEGMENTS, TOKEN_BEAMRENDERER_JUMP,
  TOKEN_BEAMRENDERER_TEXCOORD_DIRECTION, TOKEN_BEAMRENDERER_VERTEX_COLOURS, TOKEN_BEAMRENDERER_TCD_U, TOKEN_BEAMRENDERER_TCD_V,
  TOKEN_BILLBOARD_TYPE, TOKEN_BILLBOARD_ORIGIN, TOKEN_BILLBOARD_ROTATION_TYPE, TOKEN_BILLBOARD_COMMON_DIRECTION,
  TOKEN_BILLBOARD_COMMON_UP_VECTOR, TOKEN_BILLBOARD_POINT_RENDERING, TOKEN_BILLBOARD_ACCURATE_FACING, TOKEN_BILLBOARD_ORIENTED_COMMON,
  TOKEN_BILLBOARD_ORIENTED_SELF, TOKEN_BILLBOARD_ORIENTED_SHAPE, TOKEN_BILLBOARD_PERPENDICULAR_COMMON, TOKEN_BILLBOARD_PERPENDICULAR_SELF,
  TOKEN_BILLBOARD_TOP_LEFT, TOKEN_BILLBOARD_TOP_CENTER, TOKEN_BILLBOARD_TOP_RIGHT, TOKEN_BILLBOARD_CENTER_LEFT,
  TOKEN_BILLBOARD_CENTER_RIGHT, TOKEN_BILLBOARD_CENTER, TOKEN_BILLBOARD_BOTTON_LEFT, TOKEN_BILLBOARD_BOTTOM_CENTER,
  TOKEN_BILLBOARD_BOTTOM_RIGHT, TOKEN_BILLBOARD_TEXCOORD, TOKEN_ENT_MESH_NAME, TOKEN_ENT_ORIENTATION_TYPE,
  TOKEN_ENT_ORIENTED_SELF, TOKEN_ENT_ORIENTED_SELF_MIRRORED, TOKEN_ENT_ORIENTED_SHAPE, TOKEN_LIGHT_TYPE,
  TOKEN_LIGHT_RENDER_QUEUE, TOKEN_LIGHT_SPECULAR, TOKEN_LIGHT_ATT_RANGE, TOKEN_LIGHT_ATT_CONSTANT,
  TOKEN_LIGHT_ATT_LINEAR, TOKEN_LIGHT_ATT_QUADRATIC, TOKEN_LIGHT_SPOT_INNER, TOKEN_LIGHT_SPOT_OUTER,
  TOKEN_LIGHT_FALLOFF, TOKEN_LIGHT_POWERSCALE, TOKEN_LIGHT_SPOT, TOKEN_FLASH_FREQUENCY,
  TOKEN_FLASH_LENGTH, TOKEN_FLASH_RANDOM, TOKEN_RIBBONTRAIL_VERTEX_COLOURS, TOKEN_RIBBONTRAIL_MAX_ELEMENTS,
  TOKEN_RIBBONTRAIL_LENGTH, TOKEN_RIBBONTRAIL_WIDTH, TOKEN_RIBBONTRAIL_RANDOM_INITIAL_COLOUR, TOKEN_RIBBONTRAIL_INITIAL_COLOUR,
  TOKEN_RIBBONTRAIL_COLOUR_CHANGE, TOKEN_EMITTER_BOX_WIDTH, TOKEN_EMITTER_BOX_HEIGHT, TOKEN_EMITTER_BOX_DEPTH,
  TOKEN_CIRCLE_RADIUS, TOKEN_CIRCLE_STEP, TOKEN_CIRCLE_ANGLE, TOKEN_CIRCLE_RANDOM,
  TOKEN_EMIT_RANDOM, TOKEN_CIRCLE_NORMAL, TOKEN_LINE_EMIT_END, TOKEN_LINE_EMIT_MAX_INCREMENT,
  TOKEN_LINE_EMIT_MIN_INCREMENT, TOKEN_LINE_EMIT_MAX_DEVIATION, TOKEN_MESH_SURFACE_NAME, TOKEN_MESH_SURFACE_DISTRIBUTION,
  TOKEN_MESH_SURFACE_MESH_SCALE, TOKEN_MESH_SURFACE_EDGE, TOKEN_MESH_SURFACE_HETEROGENEOUS_1, TOKEN_MESH_SURFACE_HETEROGENEOUS_2,
  TOKEN_MESH_SURFACE_HOMOGENEOUS, TOKEN_POS_ADD_POSITION, TOKEN_POS_RANDOMIZE, TOKEN_MASTER_TECHNIQUE,
  TOKEN_MASTER_EMITTER, TOKEN_SPHERE_RADIUS, TOKEN_VERTEX_STEP, TOKEN_VERTEX_SEGMENTS,
  TOKEN_VERTEX_ITERATIONS, TOKEN_VERTEX_MESH_NAME, TOKEN_ALIGN_RESIZE, TOKEN_RESIZE,
  TOKEN_BOXCOLL_WIDTH, TOKEN_BOXCOLL_HEIGHT, TOKEN_BOXCOLL_DEPTH, TOKEN_FRICTION,
  TOKEN_BOUNCYNESS, TOKEN_INTERSECTION, TOKEN_COLLIDER_FRICTION, TOKEN_COLLIDER_BOUNCYNESS,
  TOKEN_COLLIDER_INTERSECTION, TOKEN_COLLIDER_COLLISION_TYPE, TOKEN_COLLIDER_BOUNCE, TOKEN_COLLIDER_FLOW,
  TOKEN_COLLIDER_NONE, TOKEN_COLLIDER_INTERSECTION_POINT, TOKEN_COLLIDER_INTERSECTION_BOX, TOKEN_INNER_COLLISION,
  TOKEN_AVOIDANCE_RADIUS, TOKEN_TIME_COLOUR, TOKEN_COLOUR_TIME_COLOUR, TOKEN_COLOUR_OPERATION,
  TOKEN_COLOUR_MULTIPLY, TOKEN_COLOUR_SET, TOKEN_FORCE_VECTOR, TOKEN_FORCE_APPLICATION,
  TOKEN_FORCE_AFF_VECTOR, TOKEN_FORCE_AFF_APPLICATION, TOKEN_FORCE_ADD, TOKEN_FORCE_AVERAGE,
  TOKEN_FORCEFIELD_TYPE, TOKEN_REALTIME, TOKEN_MATRIX, TOKEN_DELTA,
  TOKEN_FORCE, TOKEN_OCTAVES, TOKEN_FREQUENCY, TOKEN_AMPLITUDE,
  TOKEN_PERSISTENCE, TOKEN_FORCEFIELDSIZE, TOKEN_WORLDSIZE, TOKEN_IGNORE_NEGATIVE_X,
  TOKEN_IGNORE_NEGATIVE_Y, TOKEN_IGNORE_NEGATIVE_Z, TOKEN_MOVEMENT, TOKEN_MOVEMENT_FREQUENCY,
  TOKEN_GEOMROT_USE_OWN_ROTATION, TOKEN_GEOMROT_ROTATION_SPEED, TOKEN_GEOMROT_ROTATION_AXIS, TOKEN_GRAVITY,
  TOKEN_ADJUSTMENT, TOKEN_COLLISION_RESPONSE, TOKEN_IPC_ADJUSTMENT, TOKEN_IPC_COLLISION_RESPONSE,
  TOKEN_IPC_AVERAGE_VELOCITY, TOKEN_IPC_ANGLE_BASED_VELOCITY, TOKEN_JET_ACCELERATION, TOKEN_END,
  TOKEN_DRIFT, TOKEN_LINE_AFF_MAX_DEVIATION, TOKEN_LINE_AFF_TIME_STEP, TOKEN_LINE_AFF_END,
  TOKEN_LINE_AFF_DRIFT, TOKEN_FOLLOW_MAX_DISTANCE, TOKEN_FOLLOW_MIN_DISTANCE, TOKEN_MAX_DISTANCE,
  TOKEN_MIN_DISTANCE, TOKEN_PATH_POINT, TOKEN_PLANECOLL_NORMAL, TOKEN_RND_MAX_DEVIATION_X,
  TOKEN_RND_MAX_DEVIATION_Y, TOKEN_RND_MAX_DEVIATION_Z, TOKEN_MAX_DEVIATION_X, TOKEN_MAX_DEVIATION_Y,
  TOKEN_MAX_DEVIATION_Z, TOKEN_RND_TIME_STEP, TOKEN_RND_DIRECTION, TOKEN_USE_DIRECTION,
  TOKEN_SCALE_XYZ_SCALE, TOKEN_SCALE_X_SCALE, TOKEN_SCALE_Y_SCALE, TOKEN_SCALE_Z_SCALE,
  TOKEN_SCALE_VELOCITY_SCALE, TOKEN_STOP_AT_FLIP, TOKEN_SINE_MIN_FREQUENCY, TOKEN_SINE_MAX_FREQUENCY,
  TOKEN_MIN_FREQUENCY, TOKEN_MAX_FREQUENCY, TOKEN_SPHERE_COLLIDER_RADIUS, TOKEN_TEXANIM_TIME_STEP,
  TOKEN_TEXANIM_TEXCOORDS_START, TOKEN_TEXANIM_TEXCOORDS_END, TOKEN_START_TEXANIM_TEXCOORDS_RANGE, TOKEN_END_TEXANIM_TEXCOORDS_RANGE,
  TOKEN_TEXANIM_ANIMATION_TYPE, TOKEN_TEXANIM_START_RANDOM, TOKEN_TEXANIM_LOOP, TOKEN_TEXANIM_UP_DOWN,
  TOKEN_TEXANIM_RANDOM, TOKEN_TEXROT_USE_OWN_ROTATION, TOKEN_TEXROT_ROTATION_SPEED, TOKEN_TEXROT_ROTATION,
  TOKEN_VELO_MATCHING_RADIUS, TOKEN_VORTEX_ROTATION_VECTOR, TOKEN_VORTEX_ROTATION_SPEED, TOKEN_ONCOUNT_THRESHOLD,
  TOKEN_ONEVENT_FLAG, TOKEN_ONPOSITION_X, TOKEN_ONPOSITION_Y, TOKEN_ONPOSITION_Z,
  TOKEN_ONRANDOM_THRESHOLD, TOKEN_ONTIME, TOKEN_ONVELOCITY_THRESHOLD, TOKEN_FORCE_AFFECTOR,
  TOKEN_FORCE_AFFECTOR_PRE_POST, TOKEN_DOENABLE_COMPONENT, TOKEN_DOENABLE_EMITTER_COMPONENT, TOKEN_DOENABLE_AFFECTOR_COMPONENT,
  TOKEN_DOENABLE_TECHNIQUE_COMPONENT, TOKEN_DOENABLE_OBSERVER_COMPONENT, TOKEN_DOPLACE_FORCE_EMITTER, TOKEN_DOPLACE_NUMBER_OF_PARTICLES,
  TOKEN_INHERIT_POSITION, TOKEN_INHERIT_DIRECTION, TOKEN_INHERIT_ORIENTATION, TOKEN_INHERIT_TIME_TO_LIVE,
  TOKEN_INHERIT_MASS, TOKEN_INHERIT_TEXTURE_COORDINATE, TOKEN_INHERIT_COLOUR, TOKEN_INHERIT_WIDTH,
  TOKEN_INHERIT_HEIGHT, TOKEN_INHERIT_DEPTH, TOKEN_DOSCALE_FRACTION, TOKEN_DOSCALE_TYPE,
  TOKEN_DOSCALE_TIME_TO_LIVE, TOKEN_DOSCALE_VELOCITY, TOKEN_PHYSX_SHAPE_TYPE, TOKEN_PHYSX_ACTOR_COLLISION_GROUP,
  TOKEN_PHYSX_SHAPE_COLLISION_GROUP, TOKEN_PHYSX_GROUP_MASK, TOKEN_PHYSX_ANGULAR_VELOCITY, TOKEN_PHYSX_ANGULAR_DAMPING,
  TOKEN_PHYSX_MATERIAL_INDEX, TOKEN_SHAPE_TYPE, TOKEN_ACTOR_COLLISION_GROUP, TOKEN_SHAPE_COLLISION_GROUP,
  TOKEN_ANGULAR_VELOCITY, TOKEN_ANGULAR_DAMPING, TOKEN_MATERIAL_INDEX, TOKEN_PHYSX_BOX,
  TOKEN_PHYSX_SPHERE, TOKEN_PHYSX_CAPSULE, TOKEN_REST_PARTICLE_PER_METER, TOKEN_REST_DENSITY,
  TOKEN_KERNEL_RADIUS_MULTIPLIER, TOKEN_MOTION_LIMIT_MULTIPLIER, TOKEN_COLLISION_DISTANCE_MULTIPLIER, TOKEN_PACKET_SIZE_MULTIPLIER,
  TOKEN_STIFFNESS, TOKEN_VISCOSITY, TOKEN_SURFACE_TENSION, TOKEN_DAMPING,
  TOKEN_EXTERNAL_ACCELERATION, TOKEN_RESTITUTION_FOR_STATIC_SHAPES, TOKEN_DYNAMIC_FRICTION_FOR_STATIC_SHAPES, TOKEN_STATIC_FRICTION_FOR_STATIC_SHAPES,
  TOKEN_ATTRACTION_FOR_STATIC_SHAPES, TOKEN_RESTITUTION_FOR_DYNAMIC_SHAPES, TOKEN_DYNAMIC_FRICTION_FOR_DYNAMIC_SHAPES, TOKEN_STATIC_FRICTION_FOR_DYNAMIC_SHAPES,
  TOKEN_ATTRACTION_FOR_DYNAMIC_SHAPES, TOKEN_COLLISION_RESPONSE_COEFFICIENT, TOKEN_COLLISION_GROUP, TOKEN_SIMULATION_METHOD,
  TOKEN_COLLISION_METHOD, TOKEN_FLAGS, TOKEN_FLAG_VISUALIZATION, TOKEN_FLAG_DISABLE_GRAVITY,
  TOKEN_FLAG_COLLISION_TWOWAY, TOKEN_FLAG_FLUID_ENABLED, TOKEN_FLAG_HARDWARE, TOKEN_FLAG_PRIORITY_MODE,
  TOKEN_FLAG_PROJECT_TO_PLANE, TOKEN_FLAG_STRICT_COOKING_FORMAT, TOKEN_INTERCOLLISION, TOKEN_NOINTERCOLLISION,
  TOKEN_MIX_INTERCOLLISION, TOKEN_STATIC, TOKEN_DYNAMIC, TOKEN_SCENE_MESH_NAME,
  TOKEN_SCENE_MATERIAL_NAME, TOKEN_SCENE_SCALE, TOKEN_SCENE_POSITION
}
 

Functions

CC_DLL Vec2  (Vec2 &p0, Vec2 &p1, Vec2 &p2, Vec2 &p3, float tension, float t)
 Returns the Cardinal Spline position for a given set of control points, tension and time. More...
 
var  ( var p0, var p1, var p2, var p3, var tension, var t)
 Returns the Cardinal Spline position for a given set of control points, tension and time. More...
 
local  ( local p0, local p1, local p2, local p3, local tension, local t)
 Returns the Cardinal Spline position for a given set of control points, tension and time. More...
 
bool CC_DLL  (Node *n1, Node *n2)
local  ( local n1, local n2)
template<>
bool  (std::string *ptr)
 specalization for std::string More...
 
template<>
bool  (unsigned int *length, std::vector< std::string > *values)
 template function to read array of value. More...
 
template<>
local  ( local length, local values)
 template function to read array of value. More...
 
Rect CC_DLL  (const std::string &str)
 Returns a Core Graphics rectangle structure corresponding to the data in a given string. More...
 
Vec2 CC_DLL  (const std::string &str)
 Returns a Core Graphics point structure corresponding to the data in a given string. More...
 
Size CC_DLL  (const std::string &str)
 Returns a Core Graphics size structure corresponding to the data in a given string. More...
 
template<typename T >
(T min, T max)
 Returns a random value between min and max. More...
 
template<typename T >
var  ( var min, var max)
 Returns a random value between min and max. More...
 
template<typename T >
local  ( local min, local max)
 Returns a random value between min and max. More...
 
template<>
float  (float min, float max)
template<>
local  ( local min, local max)
template<>
long double  (long double min, long double max)
template<>
var  ( var min, var max)
template<>
local  ( local min, local max)
template<>
double  (double min, double max)
template<>
var  ( var min, var max)
template<>
local  ( local min, local max)
int  ()
 Returns a random int between 0 and RAND_MAX. More...
 
float  ()
 Returns a random float between -1 and 1. More...
 
var  ()
 Returns a random float between -1 and 1. More...
 
local  ()
 Returns a random float between -1 and 1. More...
 
float  ()
 Returns a random float between 0 and 1. More...
 
var  ()
 Returns a random float between 0 and 1. More...
 
local  ()
 Returns a random float between 0 and 1. More...
 
int  (int value)
 Returns the Next Power of Two value. More...
 
CC_DLL const char *  ()
var  ()
local  ()
CC_DLL AffineTransform  (float a, float b, float c, float d, float tx, float ty)
 Make affine transform. More...
 
var  ( var a, var b, var c, var d, var tx, var ty)
 Make affine transform. More...
 
local  ( local a, local b, local c, local d, local tx, local ty)
 Make affine transform. More...
 
CC_DLL Vec2  (const Vec2 &point, const AffineTransform &t)
 Multiply point (x,y,1) by a affine tranform. More...
 
CC_DLL Size  (const Size &size, const AffineTransform &t)
 Multiply size (width,height,0) by a affine tranform. More...
 
CC_DLL AffineTransform  ()
 Make identity affine transform. More...
 
CC_DLL Rect  (const Rect &rect, const AffineTransform &anAffineTransform)
 Transform Rect, which will transform the four vertice of the point. More...
 
CC_DLL AffineTransform  (const AffineTransform &t, float tx, float ty)
 Translation, equals 1 0 1 0 1 0 * affinetransform tx ty 1. More...
 
CC_DLL AffineTransform  (const AffineTransform &aTransform, float anAngle)
 Rotation, equals cos(angle) sin(angle) 0 -sin(angle) cos(angle) 0 * AffineTransform 0 0 1. More...
 
CC_DLL AffineTransform  (const AffineTransform &t, float sx, float sy)
 Scale, equals sx 0 0 0 sy 0 * affineTransform 0 0 1. More...
 
CC_DLL AffineTransform  (const AffineTransform &t1, const AffineTransform &t2)
 Concat two affine transform, t1 * t2. More...
 
CC_DLL bool  (const AffineTransform &t1, const AffineTransform &t2)
 Compare affine transform. More...
 
CC_DLL AffineTransform  (const AffineTransform &t)
 Get the inverse of affine transform. More...
 
CC_DLL Mat4  (const Mat4 &t1, const Mat4 &t2)
 Concat Mat4, return t1 * t2. More...
 
void CC_DLL  (Vec2 *points, float stroke, Vec2 *vertices, unsigned int offset, unsigned int nuPoints)
 converts a line to a polygon More...
 
var  ( var points, var stroke, var vertices, var offset, var nuPoints)
 converts a line to a polygon More...
 
local  ( local points, local stroke, local vertices, local offset, local nuPoints)
 converts a line to a polygon More...
 
bool CC_DLL  (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 More...
 
var  ( var Ax, var Ay, var Bx, var By, var Cx, var Cy, var Dx, var Dy, var T)
 returns whether or not the line intersects More...
 
local  ( local Ax, local Ay, local Bx, local By, local Cx, local Cy, local Dx, local Dy, local T)
 returns whether or not the line intersects More...
 
const PhysicsMaterial  (0.1f, 0.5f, 0.5f)
int CC_DLL  (struct timeval *, struct timezone *)
void  (pthread_mutex_t *m, void *attributes)
var  ( var m, var attributes)
local  ( local m, local attributes)
int  (pthread_mutex_t *m)
int  (pthread_mutex_t *m)
void  (pthread_mutex_t *m)
std::wstring CC_DLL  (const char *pszUtf8Str, unsigned len=-1)
std::string CC_DLL  (const wchar_t *pwszStr)
std::string  (Platform::String^s)
Platform::String  (const std::string &s)
float  (float dips)
float  (float v)
Concurrency::task
< Platform::Array< byte >^> 
(Platform::String^path)
void CC_DLL  ()
std::string CC_DLL  ()
public delegate void  (Cocos2dEvent event, Platform::String^text)
public delegate void  (Platform::String^title, Platform::String^text)
public delegate void  (Platform::String^strPlaceHolder, Platform::String^strText, int maxLength, int inputMode, int inputFlag, Windows::Foundation::EventHandler< Platform::String^>^receiveHandler)
public delegate void  (Platform::String^url)
public delegate void  ()
void  (PUConcreteNodeList &nodes)
CC_DLL Rect  (const Rect &rect, const Mat4 &transform)
CC_DLL Vec2  (const Vec2 &point, const Mat4 &transform)
CC_DLL void  (const AffineTransform &t, GLfloat *m)
CC_DLL void  (const GLfloat *m, AffineTransform *t)
var  ( var m, var t)
local  ( local m, local t)

Variables

std::string CC_DLL s_attributeNames []
var s_attributeNames ()
local s_attributeNames ()
const std::string CC_DLL STD_STRING_EMPTY
 A static global empty std::string install. More...
 
const ssize_t CC_DLL CC_INVALID_INDEX
CC_DLL const ValueVector ValueVectorNull
CC_DLL const ValueMap ValueMapNull
var ValueMapNull
local ValueMapNull
CC_DLL const ValueMapIntKey ValueMapIntKeyNull
var ValueMapIntKeyNull
local ValueMapIntKeyNull
CC_DLL const AffineTransform AffineTransformIdentity
const PhysicsMaterial PHYSICSSHAPE_MATERIAL_DEFAULT
const float CC_DLL PHYSICS_INFINITY
var PHYSICS_INFINITY
local PHYSICS_INFINITY
CC_DLL const GLcharccUIGrayScale_frag

Typedef Documentation

typedef std::function<void(Ref*)>
ccMenuCallback
typedef std::function<void(Ref*)>
ccNodeLoadCallback
typedef std::function<void(float)>
ccSchedulerFunc
typedef void(* GLInfoFunction)(GLuint
program, GLenum pname, GLint
*params)
typedef void(* GLInfoFunction)(GLuint
program, GLenum pname, GLint
*params)
typedef void(* GLInfoFunction)(GLuint
program, GLenum pname, GLint
*params)
typedef void(* GLLogFunction)(GLuint
program, GLsizei bufsize,
GLsizei *length, GLchar
*infolog)
typedef void(* GLLogFunction)(GLuint
program, GLsizei bufsize,
GLsizei *length, GLchar
*infolog)
typedef void(* GLLogFunction)(GLuint
program, GLsizei bufsize,
GLsizei *length, GLchar
*infolog)
typedef int LUA_FUNCTION
local LUA_FUNCTION
typedef int LUA_STRING
local LUA_STRING
typedef int LUA_TABLE
var LUA_TABLE
local LUA_TABLE
typedef std::list<LuaValue>
LuaValueArray
typedef
LuaValueArray::const_iterator
LuaValueArrayIterator
typedef std::map<std::string,
LuaValue> LuaValueDict
local LuaValueDict
typedef
LuaValueDict::const_iterator
LuaValueDictIterator
typedef struct _MipmapInfo
MipmapInfo
local MipmapInfo
local ParticlePool
typedef std::function<bool(PhysicsWorld&,
PhysicsShape&, void*)>
PhysicsQueryRectCallbackFunc
typedef std::function<bool(PhysicsWorld&
world, const
PhysicsRayCastInfo& info, void*
data)>
PhysicsRayCastCallbackFunc

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

Parameters
fixturethe fixture hit by the ray
pointthe point of initial intersection
normalthe normal vector at the point of intersection
Returns
true to continue, false to terminate

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

Parameters
fixturethe fixture hit by the ray
pointthe point of initial intersection
normalthe normal vector at the point of intersection
Returns
true to continue, false to terminate

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

Parameters
fixturethe fixture hit by the ray
pointthe point of initial intersection
normalthe normal vector at the point of intersection
Returns
true to continue, false to terminate
typedef std::vector<PUPlane>
PlaneList
var PlaneList
local PlaneList
typedef int pthread_cond_t
typedef HANDLE pthread_mutex_t
typedef HANDLE pthread_t
var pthread_t
local pthread_t
typedef std::list
<PUAbstractNode*>
PUAbstractNodeList
typedef std::list
<PUConcreteNode*>
PUConcreteNodeList
typedef std::vector
<PUScriptToken*>
PUScriptTokenList
typedef std::vector<PUTriangle>
Triangles

Define a template class for a vector of triangles.

var Triangles

Define a template class for a vector of triangles.

local Triangles

Define a template class for a vector of triangles.

typedef std::unordered_map
<std::string, Value> ValueMap
var ValueMap
local ValueMap
typedef std::unordered_map<int,
Value> ValueMapIntKey
typedef std::vector<Value>
ValueVector
local ValueVector
typedef Vec2 Vect
var Vect
local Vect

Enumeration Type Documentation

anonymous enum
Enumerator
TID_LBRACKET 
TID_RBRACKET 
TID_COLON 
TID_VARIABLE 
TID_WORD 
TID_QUOTE 
TID_NEWLINE 
TID_UNKNOWN 
TID_END 
var enum
Enumerator
TID_LBRACKET 
TID_RBRACKET 
TID_COLON 
TID_VARIABLE 
TID_WORD 
TID_QUOTE 
TID_NEWLINE 
TID_UNKNOWN 
TID_END 
local enum
Enumerator
TID_LBRACKET 
TID_RBRACKET 
TID_COLON 
TID_VARIABLE 
TID_WORD 
TID_QUOTE 
TID_NEWLINE 
TID_UNKNOWN 
TID_END 
enum CameraFlag
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.

Enumerator
DEFAULT 
USER1 
USER2 
USER3 
USER4 
USER5 
USER6 
USER7 
USER8 
var CameraFlag
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.

Enumerator
DEFAULT 
USER1 
USER2 
USER3 
USER4 
USER5 
USER6 
USER7 
USER8 
local CameraFlag
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.

Enumerator
DEFAULT 
USER1 
USER2 
USER3 
USER4 
USER5 
USER6 
USER7 
USER8 
enum Cocos2dEvent
strong
Enumerator
ShowKeyboard 
HideKeyboard 
TerminateApp 
var Cocos2dEvent
strong
Enumerator
ShowKeyboard 
HideKeyboard 
TerminateApp 
local Cocos2dEvent
strong
Enumerator
ShowKeyboard 
HideKeyboard 
TerminateApp 
enum Cocos2dKeyEvent : int
strong
Enumerator
Text 
Escape 
Back 
Enter 
var int
strong
Enumerator
Text 
Escape 
Back 
Enter 
local int
strong
Enumerator
Text 
Escape 
Back 
Enter 
Enumerator
TOKEN_GROUP_MASK 
TOKEN_ACCELERATION 
TOKEN_MAX_INCREMENT 
TOKEN_MIN_INCREMENT 
TOKEN_ITERATIONS 
TOKEN_COLOUR_CHANGE 
TOKEN_INITIAL_COLOUR 
TOKEN_RANDOM_INITIAL_COLOUR 
TOKEN_USE_VERTEX_COLOURS 
TOKEN_USE_OWN_ROTATION 
TOKEN_MAX_DEVIATION 
TOKEN_TIME_STEP 
TOKEN_BOX_WIDTH 
TOKEN_BOX_HEIGHT 
TOKEN_BOX_DEPTH 
TOKEN_VELOCITY 
TOKEN_SPEED 
TOKEN_ROTATION_SPEED 
TOKEN_ROTATION 
TOKEN_ROTATION_AXIS 
TOKEN_NORMAL 
TOKEN_STEP 
TOKEN_NUMBER_OF_SEGMENTS 
TOKEN_MAX_ELEMENTS 
TOKEN_UPDATE_INTERVAL 
TOKEN_DISTANCE_THRESHOLD 
TOKEN_MATERIAL 
TOKEN_MESH_NAME 
TOKEN_RADIUS 
TOKEN_ENABLED 
TOKEN_POSITION 
TOKEN_KEEP_LOCAL 
TOKEN_LESS_THAN 
TOKEN_GREATER_THAN 
TOKEN_EQUALS 
TOKEN_VISUAL_PARTICLE 
TOKEN_EMITTER_PARTICLE 
TOKEN_AFFECTOR_PARTICLE 
TOKEN_TECHNIQUE_PARTICLE 
TOKEN_SYSTEM_PARTICLE 
TOKEN_POINT 
TOKEN_VERTEX 
TOKEN_INCREASE 
TOKEN_ALIAS 
TOKEN_USE_ALIAS 
TOKEN_SINCE_START_SYSTEM 
TOKEN_SYSTEM 
TOKEN_PS_ITERATION_INTERVAL 
TOKEN_PS_NONVIS_UPDATE_TIMEOUT 
TOKEN_PS_FIXED_TIMEOUT 
TOKEN_PS_LOD_DISTANCES 
TOKEN_PS_MAIN_CAMERA_NAME 
TOKEN_PS_SMOOTH_LOD 
TOKEN_PS_FAST_FORWARD 
TOKEN_PS_SCALE 
TOKEN_PS_SCALE_VELOCITY 
TOKEN_PS_SCALE_TIME 
TOKEN_PS_TIGHT_BOUNDING_BOX 
TOKEN_PS_CATEGORY 
TOKEN_TECHNIQUE 
TOKEN_TECH_VISUAL_PARTICLE_QUOTA 
TOKEN_TECH_EMITTED_EMITTER_QUOTA 
TOKEN_TECH_EMITTED_AFFECTOR_QUOTA 
TOKEN_TECH_EMITTED_TECHNIQUE_QUOTA 
TOKEN_TECH_EMITTED_SYSTEM_QUOTA 
TOKEN_TECH_LOD_INDEX 
TOKEN_TECH_DEFAULT_PARTICLE_WIDTH 
TOKEN_TECH_DEFAULT_PARTICLE_HEIGHT 
TOKEN_TECH_DEFAULT_PARTICLE_DEPTH 
TOKEN_TECH_SPHASHING_CELL_DIMENSION 
TOKEN_TECH_SPHASHING_CELL_OVERLAP 
TOKEN_TECH_SPHASHING_SIZE 
TOKEN_TECH_SPHASHING_UPDATE_INTERVAL 
TOKEN_TECH_MAX_VELOCITY 
TOKEN_RENDERER 
TOKEN_RENDERER_Q_GROUP 
TOKEN_RENDERER_SORTING 
TOKEN_RENDERER_TEXCOORDS_DEFINE 
TOKEN_RENDERER_TEXCOORDS_ROWS 
TOKEN_RENDERER_TEXCOORDS_SET 
TOKEN_RENDERER_TEXCOORDS_COLUMNS 
TOKEN_RENDERER_USE_SOFT_PARTICLES 
TOKEN_RENDERER_SOFT_PARTICLES_CONTRAST_POWER 
TOKEN_RENDERER_SOFT_PARTICLES_SCALE 
TOKEN_RENDERER_SOFT_PARTICLES_DELTA 
TOKEN_EMITTER 
TOKEN_EMITTER_DIRECTION 
TOKEN_EMITTER_ORIENTATION 
TOKEN_EMITTER_ORIENTATION_RANGE_START 
TOKEN_EMITTER_ORIENTATION_RANGE_END 
TOKEN_EMITTER_START_ORIENTATION_RANGE 
TOKEN_EMITTER_END_ORIENTATION_RANGE 
TOKEN_EMITTER_DURATION 
TOKEN_EMITTER_REPEAT_DELAY 
TOKEN_EMITTER_EMITS 
TOKEN_ANGLE 
TOKEN_EMITTER_EMISSION_RATE 
TOKEN_TIME_TO_LIVE 
TOKEN_EMITTER_MASS 
TOKEN_EMITTER_START_TEXCOORDS 
TOKEN_EMITTER_END_TEXCOORDS 
TOKEN_EMITTER_START_TEXCOORDS_RANGE 
TOKEN_EMITTER_END_TEXCOORDS_RANGE 
TOKEN_EMITTER_TEXCOORDS 
TOKEN_EMITTER_START_COLOUR_RANGE 
TOKEN_EMITTER_END_COLOUR_RANGE 
TOKEN_EMITTER_COLOUR 
TOKEN_EMITTER_ALL_PARTICLE_DIM 
TOKEN_EMITTER_PARTICLE_WIDTH 
TOKEN_EMITTER_PARTICLE_HEIGHT 
TOKEN_EMITTER_PARTICLE_DEPTH 
TOKEN_EMITTER_AUTO_DIRECTION 
TOKEN_EMITTER_FORCE_EMISISON 
TOKEN_AFFECTOR 
TOKEN_AFFECTOR_MASS 
TOKEN_AFFECTOR_EXCLUDE_EMITTER 
TOKEN_AFFECTOR_SPECIALISATION 
TOKEN_AFFECTOR_SPEC_DEFAULT 
TOKEN_AFFECTOR_SPEC_TTL_INCREASE 
TOKEN_AFFECTOR_SPEC_TTL_DECREASE 
TOKEN_OBSERVER 
TOKEN_OBSERVE_PARTICLE_TYPE 
TOKEN_OBSERVE_INTERVAL 
TOKEN_OBSERVE_UNTIL_EVENT 
TOKEN_HANDLER 
TOKEN_BEHAVIOUR 
TOKEN_EXTERN 
TOKEN_EXTERN_DISTANCE_THRESHOLD 
TOKEN_DYN_CONTROL_POINT 
TOKEN_DYN_MIN 
TOKEN_DYN_MAX 
TOKEN_DYN_OSCILLATE_FREQUENCY 
TOKEN_DYN_OSCILLATE_PHASE 
TOKEN_DYN_OSCILLATE_BASE 
TOKEN_DYN_OSCILLATE_AMPLITUDE 
TOKEN_DYN_OSCILLATE_TYPE 
TOKEN_DYN_OSCILLATE 
TOKEN_DYN_RANDOM 
TOKEN_DYN_CURVED_LINEAR 
TOKEN_DYN_CURVED_SPLINE 
TOKEN_DYN_SINE 
TOKEN_DYN_SQUARE 
TOKEN_CAMERA_DEPENDENCY 
TOKEN_BEAMRENDERER_UPDATE_INTERVAL 
TOKEN_BEAMRENDERER_MAX_ELEMENTS 
TOKEN_BEAMRENDERER_DEVIATION 
TOKEN_BEAMRENDERER_NUMBER_OF_SEGMENTS 
TOKEN_BEAMRENDERER_JUMP 
TOKEN_BEAMRENDERER_TEXCOORD_DIRECTION 
TOKEN_BEAMRENDERER_VERTEX_COLOURS 
TOKEN_BEAMRENDERER_TCD_U 
TOKEN_BEAMRENDERER_TCD_V 
TOKEN_BILLBOARD_TYPE 
TOKEN_BILLBOARD_ORIGIN 
TOKEN_BILLBOARD_ROTATION_TYPE 
TOKEN_BILLBOARD_COMMON_DIRECTION 
TOKEN_BILLBOARD_COMMON_UP_VECTOR 
TOKEN_BILLBOARD_POINT_RENDERING 
TOKEN_BILLBOARD_ACCURATE_FACING 
TOKEN_BILLBOARD_ORIENTED_COMMON 
TOKEN_BILLBOARD_ORIENTED_SELF 
TOKEN_BILLBOARD_ORIENTED_SHAPE 
TOKEN_BILLBOARD_PERPENDICULAR_COMMON 
TOKEN_BILLBOARD_PERPENDICULAR_SELF 
TOKEN_BILLBOARD_TOP_LEFT 
TOKEN_BILLBOARD_TOP_CENTER 
TOKEN_BILLBOARD_TOP_RIGHT 
TOKEN_BILLBOARD_CENTER_LEFT 
TOKEN_BILLBOARD_CENTER_RIGHT 
TOKEN_BILLBOARD_CENTER 
TOKEN_BILLBOARD_BOTTON_LEFT 
TOKEN_BILLBOARD_BOTTOM_CENTER 
TOKEN_BILLBOARD_BOTTOM_RIGHT 
TOKEN_BILLBOARD_TEXCOORD 
TOKEN_ENT_MESH_NAME 
TOKEN_ENT_ORIENTATION_TYPE 
TOKEN_ENT_ORIENTED_SELF 
TOKEN_ENT_ORIENTED_SELF_MIRRORED 
TOKEN_ENT_ORIENTED_SHAPE 
TOKEN_LIGHT_TYPE 
TOKEN_LIGHT_RENDER_QUEUE 
TOKEN_LIGHT_SPECULAR 
TOKEN_LIGHT_ATT_RANGE 
TOKEN_LIGHT_ATT_CONSTANT 
TOKEN_LIGHT_ATT_LINEAR 
TOKEN_LIGHT_ATT_QUADRATIC 
TOKEN_LIGHT_SPOT_INNER 
TOKEN_LIGHT_SPOT_OUTER 
TOKEN_LIGHT_FALLOFF 
TOKEN_LIGHT_POWERSCALE 
TOKEN_LIGHT_SPOT 
TOKEN_FLASH_FREQUENCY 
TOKEN_FLASH_LENGTH 
TOKEN_FLASH_RANDOM 
TOKEN_RIBBONTRAIL_VERTEX_COLOURS 
TOKEN_RIBBONTRAIL_MAX_ELEMENTS 
TOKEN_RIBBONTRAIL_LENGTH 
TOKEN_RIBBONTRAIL_WIDTH 
TOKEN_RIBBONTRAIL_RANDOM_INITIAL_COLOUR 
TOKEN_RIBBONTRAIL_INITIAL_COLOUR 
TOKEN_RIBBONTRAIL_COLOUR_CHANGE 
TOKEN_EMITTER_BOX_WIDTH 
TOKEN_EMITTER_BOX_HEIGHT 
TOKEN_EMITTER_BOX_DEPTH 
TOKEN_CIRCLE_RADIUS 
TOKEN_CIRCLE_STEP 
TOKEN_CIRCLE_ANGLE 
TOKEN_CIRCLE_RANDOM 
TOKEN_EMIT_RANDOM 
TOKEN_CIRCLE_NORMAL 
TOKEN_LINE_EMIT_END 
TOKEN_LINE_EMIT_MAX_INCREMENT 
TOKEN_LINE_EMIT_MIN_INCREMENT 
TOKEN_LINE_EMIT_MAX_DEVIATION 
TOKEN_MESH_SURFACE_NAME 
TOKEN_MESH_SURFACE_DISTRIBUTION 
TOKEN_MESH_SURFACE_MESH_SCALE 
TOKEN_MESH_SURFACE_EDGE 
TOKEN_MESH_SURFACE_HETEROGENEOUS_1 
TOKEN_MESH_SURFACE_HETEROGENEOUS_2 
TOKEN_MESH_SURFACE_HOMOGENEOUS 
TOKEN_POS_ADD_POSITION 
TOKEN_POS_RANDOMIZE 
TOKEN_MASTER_TECHNIQUE 
TOKEN_MASTER_EMITTER 
TOKEN_SPHERE_RADIUS 
TOKEN_VERTEX_STEP 
TOKEN_VERTEX_SEGMENTS 
TOKEN_VERTEX_ITERATIONS 
TOKEN_VERTEX_MESH_NAME 
TOKEN_ALIGN_RESIZE 
TOKEN_RESIZE 
TOKEN_BOXCOLL_WIDTH 
TOKEN_BOXCOLL_HEIGHT 
TOKEN_BOXCOLL_DEPTH 
TOKEN_FRICTION 
TOKEN_BOUNCYNESS 
TOKEN_INTERSECTION 
TOKEN_COLLIDER_FRICTION 
TOKEN_COLLIDER_BOUNCYNESS 
TOKEN_COLLIDER_INTERSECTION 
TOKEN_COLLIDER_COLLISION_TYPE 
TOKEN_COLLIDER_BOUNCE 
TOKEN_COLLIDER_FLOW 
TOKEN_COLLIDER_NONE 
TOKEN_COLLIDER_INTERSECTION_POINT 
TOKEN_COLLIDER_INTERSECTION_BOX 
TOKEN_INNER_COLLISION 
TOKEN_AVOIDANCE_RADIUS 
TOKEN_TIME_COLOUR 
TOKEN_COLOUR_TIME_COLOUR 
TOKEN_COLOUR_OPERATION 
TOKEN_COLOUR_MULTIPLY 
TOKEN_COLOUR_SET 
TOKEN_FORCE_VECTOR 
TOKEN_FORCE_APPLICATION 
TOKEN_FORCE_AFF_VECTOR 
TOKEN_FORCE_AFF_APPLICATION 
TOKEN_FORCE_ADD 
TOKEN_FORCE_AVERAGE 
TOKEN_FORCEFIELD_TYPE 
TOKEN_REALTIME 
TOKEN_MATRIX 
TOKEN_DELTA 
TOKEN_FORCE 
TOKEN_OCTAVES 
TOKEN_FREQUENCY 
TOKEN_AMPLITUDE 
TOKEN_PERSISTENCE 
TOKEN_FORCEFIELDSIZE 
TOKEN_WORLDSIZE 
TOKEN_IGNORE_NEGATIVE_X 
TOKEN_IGNORE_NEGATIVE_Y 
TOKEN_IGNORE_NEGATIVE_Z 
TOKEN_MOVEMENT 
TOKEN_MOVEMENT_FREQUENCY 
TOKEN_GEOMROT_USE_OWN_ROTATION 
TOKEN_GEOMROT_ROTATION_SPEED 
TOKEN_GEOMROT_ROTATION_AXIS 
TOKEN_GRAVITY 
TOKEN_ADJUSTMENT 
TOKEN_COLLISION_RESPONSE 
TOKEN_IPC_ADJUSTMENT 
TOKEN_IPC_COLLISION_RESPONSE 
TOKEN_IPC_AVERAGE_VELOCITY 
TOKEN_IPC_ANGLE_BASED_VELOCITY 
TOKEN_JET_ACCELERATION 
TOKEN_END 
TOKEN_DRIFT 
TOKEN_LINE_AFF_MAX_DEVIATION 
TOKEN_LINE_AFF_TIME_STEP 
TOKEN_LINE_AFF_END 
TOKEN_LINE_AFF_DRIFT 
TOKEN_FOLLOW_MAX_DISTANCE 
TOKEN_FOLLOW_MIN_DISTANCE 
TOKEN_MAX_DISTANCE 
TOKEN_MIN_DISTANCE 
TOKEN_PATH_POINT 
TOKEN_PLANECOLL_NORMAL 
TOKEN_RND_MAX_DEVIATION_X 
TOKEN_RND_MAX_DEVIATION_Y 
TOKEN_RND_MAX_DEVIATION_Z 
TOKEN_MAX_DEVIATION_X 
TOKEN_MAX_DEVIATION_Y 
TOKEN_MAX_DEVIATION_Z 
TOKEN_RND_TIME_STEP 
TOKEN_RND_DIRECTION 
TOKEN_USE_DIRECTION 
TOKEN_SCALE_XYZ_SCALE 
TOKEN_SCALE_X_SCALE 
TOKEN_SCALE_Y_SCALE 
TOKEN_SCALE_Z_SCALE 
TOKEN_SCALE_VELOCITY_SCALE 
TOKEN_STOP_AT_FLIP 
TOKEN_SINE_MIN_FREQUENCY 
TOKEN_SINE_MAX_FREQUENCY 
TOKEN_MIN_FREQUENCY 
TOKEN_MAX_FREQUENCY 
TOKEN_SPHERE_COLLIDER_RADIUS 
TOKEN_TEXANIM_TIME_STEP 
TOKEN_TEXANIM_TEXCOORDS_START 
TOKEN_TEXANIM_TEXCOORDS_END 
TOKEN_START_TEXANIM_TEXCOORDS_RANGE 
TOKEN_END_TEXANIM_TEXCOORDS_RANGE 
TOKEN_TEXANIM_ANIMATION_TYPE 
TOKEN_TEXANIM_START_RANDOM 
TOKEN_TEXANIM_LOOP 
TOKEN_TEXANIM_UP_DOWN 
TOKEN_TEXANIM_RANDOM 
TOKEN_TEXROT_USE_OWN_ROTATION 
TOKEN_TEXROT_ROTATION_SPEED 
TOKEN_TEXROT_ROTATION 
TOKEN_VELO_MATCHING_RADIUS 
TOKEN_VORTEX_ROTATION_VECTOR 
TOKEN_VORTEX_ROTATION_SPEED 
TOKEN_ONCOUNT_THRESHOLD 
TOKEN_ONEVENT_FLAG 
TOKEN_ONPOSITION_X 
TOKEN_ONPOSITION_Y 
TOKEN_ONPOSITION_Z 
TOKEN_ONRANDOM_THRESHOLD 
TOKEN_ONTIME 
TOKEN_ONVELOCITY_THRESHOLD 
TOKEN_FORCE_AFFECTOR 
TOKEN_FORCE_AFFECTOR_PRE_POST 
TOKEN_DOENABLE_COMPONENT 
TOKEN_DOENABLE_EMITTER_COMPONENT 
TOKEN_DOENABLE_AFFECTOR_COMPONENT 
TOKEN_DOENABLE_TECHNIQUE_COMPONENT 
TOKEN_DOENABLE_OBSERVER_COMPONENT 
TOKEN_DOPLACE_FORCE_EMITTER 
TOKEN_DOPLACE_NUMBER_OF_PARTICLES 
TOKEN_INHERIT_POSITION 
TOKEN_INHERIT_DIRECTION 
TOKEN_INHERIT_ORIENTATION 
TOKEN_INHERIT_TIME_TO_LIVE 
TOKEN_INHERIT_MASS 
TOKEN_INHERIT_TEXTURE_COORDINATE 
TOKEN_INHERIT_COLOUR 
TOKEN_INHERIT_WIDTH 
TOKEN_INHERIT_HEIGHT 
TOKEN_INHERIT_DEPTH 
TOKEN_DOSCALE_FRACTION 
TOKEN_DOSCALE_TYPE 
TOKEN_DOSCALE_TIME_TO_LIVE 
TOKEN_DOSCALE_VELOCITY 
TOKEN_PHYSX_SHAPE_TYPE 
TOKEN_PHYSX_ACTOR_COLLISION_GROUP 
TOKEN_PHYSX_SHAPE_COLLISION_GROUP 
TOKEN_PHYSX_GROUP_MASK 
TOKEN_PHYSX_ANGULAR_VELOCITY 
TOKEN_PHYSX_ANGULAR_DAMPING 
TOKEN_PHYSX_MATERIAL_INDEX 
TOKEN_SHAPE_TYPE 
TOKEN_ACTOR_COLLISION_GROUP 
TOKEN_SHAPE_COLLISION_GROUP 
TOKEN_ANGULAR_VELOCITY 
TOKEN_ANGULAR_DAMPING 
TOKEN_MATERIAL_INDEX 
TOKEN_PHYSX_BOX 
TOKEN_PHYSX_SPHERE 
TOKEN_PHYSX_CAPSULE 
TOKEN_REST_PARTICLE_PER_METER 
TOKEN_REST_DENSITY 
TOKEN_KERNEL_RADIUS_MULTIPLIER 
TOKEN_MOTION_LIMIT_MULTIPLIER 
TOKEN_COLLISION_DISTANCE_MULTIPLIER 
TOKEN_PACKET_SIZE_MULTIPLIER 
TOKEN_STIFFNESS 
TOKEN_VISCOSITY 
TOKEN_SURFACE_TENSION 
TOKEN_DAMPING 
TOKEN_EXTERNAL_ACCELERATION 
TOKEN_RESTITUTION_FOR_STATIC_SHAPES 
TOKEN_DYNAMIC_FRICTION_FOR_STATIC_SHAPES 
TOKEN_STATIC_FRICTION_FOR_STATIC_SHAPES 
TOKEN_ATTRACTION_FOR_STATIC_SHAPES 
TOKEN_RESTITUTION_FOR_DYNAMIC_SHAPES 
TOKEN_DYNAMIC_FRICTION_FOR_DYNAMIC_SHAPES 
TOKEN_STATIC_FRICTION_FOR_DYNAMIC_SHAPES 
TOKEN_ATTRACTION_FOR_DYNAMIC_SHAPES 
TOKEN_COLLISION_RESPONSE_COEFFICIENT 
TOKEN_COLLISION_GROUP 
TOKEN_SIMULATION_METHOD 
TOKEN_COLLISION_METHOD 
TOKEN_FLAGS 
TOKEN_FLAG_VISUALIZATION 
TOKEN_FLAG_DISABLE_GRAVITY 
TOKEN_FLAG_COLLISION_TWOWAY 
TOKEN_FLAG_FLUID_ENABLED 
TOKEN_FLAG_HARDWARE 
TOKEN_FLAG_PRIORITY_MODE 
TOKEN_FLAG_PROJECT_TO_PLANE 
TOKEN_FLAG_STRICT_COOKING_FORMAT 
TOKEN_INTERCOLLISION 
TOKEN_NOINTERCOLLISION 
TOKEN_MIX_INTERCOLLISION 
TOKEN_STATIC 
TOKEN_DYNAMIC 
TOKEN_SCENE_MESH_NAME 
TOKEN_SCENE_MATERIAL_NAME 
TOKEN_SCENE_SCALE 
TOKEN_SCENE_POSITION 
Enumerator
TOKEN_GROUP_MASK 
TOKEN_ACCELERATION 
TOKEN_MAX_INCREMENT 
TOKEN_MIN_INCREMENT 
TOKEN_ITERATIONS 
TOKEN_COLOUR_CHANGE 
TOKEN_INITIAL_COLOUR 
TOKEN_RANDOM_INITIAL_COLOUR 
TOKEN_USE_VERTEX_COLOURS 
TOKEN_USE_OWN_ROTATION 
TOKEN_MAX_DEVIATION 
TOKEN_TIME_STEP 
TOKEN_BOX_WIDTH 
TOKEN_BOX_HEIGHT 
TOKEN_BOX_DEPTH 
TOKEN_VELOCITY 
TOKEN_SPEED 
TOKEN_ROTATION_SPEED 
TOKEN_ROTATION 
TOKEN_ROTATION_AXIS 
TOKEN_NORMAL 
TOKEN_STEP 
TOKEN_NUMBER_OF_SEGMENTS 
TOKEN_MAX_ELEMENTS 
TOKEN_UPDATE_INTERVAL 
TOKEN_DISTANCE_THRESHOLD 
TOKEN_MATERIAL 
TOKEN_MESH_NAME 
TOKEN_RADIUS 
TOKEN_ENABLED 
TOKEN_POSITION 
TOKEN_KEEP_LOCAL 
TOKEN_LESS_THAN 
TOKEN_GREATER_THAN 
TOKEN_EQUALS 
TOKEN_VISUAL_PARTICLE 
TOKEN_EMITTER_PARTICLE 
TOKEN_AFFECTOR_PARTICLE 
TOKEN_TECHNIQUE_PARTICLE 
TOKEN_SYSTEM_PARTICLE 
TOKEN_POINT 
TOKEN_VERTEX 
TOKEN_INCREASE 
TOKEN_ALIAS 
TOKEN_USE_ALIAS 
TOKEN_SINCE_START_SYSTEM 
TOKEN_SYSTEM 
TOKEN_PS_ITERATION_INTERVAL 
TOKEN_PS_NONVIS_UPDATE_TIMEOUT 
TOKEN_PS_FIXED_TIMEOUT 
TOKEN_PS_LOD_DISTANCES 
TOKEN_PS_MAIN_CAMERA_NAME 
TOKEN_PS_SMOOTH_LOD 
TOKEN_PS_FAST_FORWARD 
TOKEN_PS_SCALE 
TOKEN_PS_SCALE_VELOCITY 
TOKEN_PS_SCALE_TIME 
TOKEN_PS_TIGHT_BOUNDING_BOX 
TOKEN_PS_CATEGORY 
TOKEN_TECHNIQUE 
TOKEN_TECH_VISUAL_PARTICLE_QUOTA 
TOKEN_TECH_EMITTED_EMITTER_QUOTA 
TOKEN_TECH_EMITTED_AFFECTOR_QUOTA 
TOKEN_TECH_EMITTED_TECHNIQUE_QUOTA 
TOKEN_TECH_EMITTED_SYSTEM_QUOTA 
TOKEN_TECH_LOD_INDEX 
TOKEN_TECH_DEFAULT_PARTICLE_WIDTH 
TOKEN_TECH_DEFAULT_PARTICLE_HEIGHT 
TOKEN_TECH_DEFAULT_PARTICLE_DEPTH 
TOKEN_TECH_SPHASHING_CELL_DIMENSION 
TOKEN_TECH_SPHASHING_CELL_OVERLAP 
TOKEN_TECH_SPHASHING_SIZE 
TOKEN_TECH_SPHASHING_UPDATE_INTERVAL 
TOKEN_TECH_MAX_VELOCITY 
TOKEN_RENDERER 
TOKEN_RENDERER_Q_GROUP 
TOKEN_RENDERER_SORTING 
TOKEN_RENDERER_TEXCOORDS_DEFINE 
TOKEN_RENDERER_TEXCOORDS_ROWS 
TOKEN_RENDERER_TEXCOORDS_SET 
TOKEN_RENDERER_TEXCOORDS_COLUMNS 
TOKEN_RENDERER_USE_SOFT_PARTICLES 
TOKEN_RENDERER_SOFT_PARTICLES_CONTRAST_POWER 
TOKEN_RENDERER_SOFT_PARTICLES_SCALE 
TOKEN_RENDERER_SOFT_PARTICLES_DELTA 
TOKEN_EMITTER 
TOKEN_EMITTER_DIRECTION 
TOKEN_EMITTER_ORIENTATION 
TOKEN_EMITTER_ORIENTATION_RANGE_START 
TOKEN_EMITTER_ORIENTATION_RANGE_END 
TOKEN_EMITTER_START_ORIENTATION_RANGE 
TOKEN_EMITTER_END_ORIENTATION_RANGE 
TOKEN_EMITTER_DURATION 
TOKEN_EMITTER_REPEAT_DELAY 
TOKEN_EMITTER_EMITS 
TOKEN_ANGLE 
TOKEN_EMITTER_EMISSION_RATE 
TOKEN_TIME_TO_LIVE 
TOKEN_EMITTER_MASS 
TOKEN_EMITTER_START_TEXCOORDS 
TOKEN_EMITTER_END_TEXCOORDS 
TOKEN_EMITTER_START_TEXCOORDS_RANGE 
TOKEN_EMITTER_END_TEXCOORDS_RANGE 
TOKEN_EMITTER_TEXCOORDS 
TOKEN_EMITTER_START_COLOUR_RANGE 
TOKEN_EMITTER_END_COLOUR_RANGE 
TOKEN_EMITTER_COLOUR 
TOKEN_EMITTER_ALL_PARTICLE_DIM 
TOKEN_EMITTER_PARTICLE_WIDTH 
TOKEN_EMITTER_PARTICLE_HEIGHT 
TOKEN_EMITTER_PARTICLE_DEPTH 
TOKEN_EMITTER_AUTO_DIRECTION 
TOKEN_EMITTER_FORCE_EMISISON 
TOKEN_AFFECTOR 
TOKEN_AFFECTOR_MASS 
TOKEN_AFFECTOR_EXCLUDE_EMITTER 
TOKEN_AFFECTOR_SPECIALISATION 
TOKEN_AFFECTOR_SPEC_DEFAULT 
TOKEN_AFFECTOR_SPEC_TTL_INCREASE 
TOKEN_AFFECTOR_SPEC_TTL_DECREASE 
TOKEN_OBSERVER 
TOKEN_OBSERVE_PARTICLE_TYPE 
TOKEN_OBSERVE_INTERVAL 
TOKEN_OBSERVE_UNTIL_EVENT 
TOKEN_HANDLER 
TOKEN_BEHAVIOUR 
TOKEN_EXTERN 
TOKEN_EXTERN_DISTANCE_THRESHOLD 
TOKEN_DYN_CONTROL_POINT 
TOKEN_DYN_MIN 
TOKEN_DYN_MAX 
TOKEN_DYN_OSCILLATE_FREQUENCY 
TOKEN_DYN_OSCILLATE_PHASE 
TOKEN_DYN_OSCILLATE_BASE 
TOKEN_DYN_OSCILLATE_AMPLITUDE 
TOKEN_DYN_OSCILLATE_TYPE 
TOKEN_DYN_OSCILLATE 
TOKEN_DYN_RANDOM 
TOKEN_DYN_CURVED_LINEAR 
TOKEN_DYN_CURVED_SPLINE 
TOKEN_DYN_SINE 
TOKEN_DYN_SQUARE 
TOKEN_CAMERA_DEPENDENCY 
TOKEN_BEAMRENDERER_UPDATE_INTERVAL 
TOKEN_BEAMRENDERER_MAX_ELEMENTS 
TOKEN_BEAMRENDERER_DEVIATION 
TOKEN_BEAMRENDERER_NUMBER_OF_SEGMENTS 
TOKEN_BEAMRENDERER_JUMP 
TOKEN_BEAMRENDERER_TEXCOORD_DIRECTION 
TOKEN_BEAMRENDERER_VERTEX_COLOURS 
TOKEN_BEAMRENDERER_TCD_U 
TOKEN_BEAMRENDERER_TCD_V 
TOKEN_BILLBOARD_TYPE 
TOKEN_BILLBOARD_ORIGIN 
TOKEN_BILLBOARD_ROTATION_TYPE 
TOKEN_BILLBOARD_COMMON_DIRECTION 
TOKEN_BILLBOARD_COMMON_UP_VECTOR 
TOKEN_BILLBOARD_POINT_RENDERING 
TOKEN_BILLBOARD_ACCURATE_FACING 
TOKEN_BILLBOARD_ORIENTED_COMMON 
TOKEN_BILLBOARD_ORIENTED_SELF 
TOKEN_BILLBOARD_ORIENTED_SHAPE 
TOKEN_BILLBOARD_PERPENDICULAR_COMMON 
TOKEN_BILLBOARD_PERPENDICULAR_SELF 
TOKEN_BILLBOARD_TOP_LEFT 
TOKEN_BILLBOARD_TOP_CENTER 
TOKEN_BILLBOARD_TOP_RIGHT 
TOKEN_BILLBOARD_CENTER_LEFT 
TOKEN_BILLBOARD_CENTER_RIGHT 
TOKEN_BILLBOARD_CENTER 
TOKEN_BILLBOARD_BOTTON_LEFT 
TOKEN_BILLBOARD_BOTTOM_CENTER 
TOKEN_BILLBOARD_BOTTOM_RIGHT 
TOKEN_BILLBOARD_TEXCOORD 
TOKEN_ENT_MESH_NAME 
TOKEN_ENT_ORIENTATION_TYPE 
TOKEN_ENT_ORIENTED_SELF 
TOKEN_ENT_ORIENTED_SELF_MIRRORED 
TOKEN_ENT_ORIENTED_SHAPE 
TOKEN_LIGHT_TYPE 
TOKEN_LIGHT_RENDER_QUEUE 
TOKEN_LIGHT_SPECULAR 
TOKEN_LIGHT_ATT_RANGE 
TOKEN_LIGHT_ATT_CONSTANT 
TOKEN_LIGHT_ATT_LINEAR 
TOKEN_LIGHT_ATT_QUADRATIC 
TOKEN_LIGHT_SPOT_INNER 
TOKEN_LIGHT_SPOT_OUTER 
TOKEN_LIGHT_FALLOFF 
TOKEN_LIGHT_POWERSCALE 
TOKEN_LIGHT_SPOT 
TOKEN_FLASH_FREQUENCY 
TOKEN_FLASH_LENGTH 
TOKEN_FLASH_RANDOM 
TOKEN_RIBBONTRAIL_VERTEX_COLOURS 
TOKEN_RIBBONTRAIL_MAX_ELEMENTS 
TOKEN_RIBBONTRAIL_LENGTH 
TOKEN_RIBBONTRAIL_WIDTH 
TOKEN_RIBBONTRAIL_RANDOM_INITIAL_COLOUR 
TOKEN_RIBBONTRAIL_INITIAL_COLOUR 
TOKEN_RIBBONTRAIL_COLOUR_CHANGE 
TOKEN_EMITTER_BOX_WIDTH 
TOKEN_EMITTER_BOX_HEIGHT 
TOKEN_EMITTER_BOX_DEPTH 
TOKEN_CIRCLE_RADIUS 
TOKEN_CIRCLE_STEP 
TOKEN_CIRCLE_ANGLE 
TOKEN_CIRCLE_RANDOM 
TOKEN_EMIT_RANDOM 
TOKEN_CIRCLE_NORMAL 
TOKEN_LINE_EMIT_END 
TOKEN_LINE_EMIT_MAX_INCREMENT 
TOKEN_LINE_EMIT_MIN_INCREMENT 
TOKEN_LINE_EMIT_MAX_DEVIATION 
TOKEN_MESH_SURFACE_NAME 
TOKEN_MESH_SURFACE_DISTRIBUTION 
TOKEN_MESH_SURFACE_MESH_SCALE 
TOKEN_MESH_SURFACE_EDGE 
TOKEN_MESH_SURFACE_HETEROGENEOUS_1 
TOKEN_MESH_SURFACE_HETEROGENEOUS_2 
TOKEN_MESH_SURFACE_HOMOGENEOUS 
TOKEN_POS_ADD_POSITION 
TOKEN_POS_RANDOMIZE 
TOKEN_MASTER_TECHNIQUE 
TOKEN_MASTER_EMITTER 
TOKEN_SPHERE_RADIUS 
TOKEN_VERTEX_STEP 
TOKEN_VERTEX_SEGMENTS 
TOKEN_VERTEX_ITERATIONS 
TOKEN_VERTEX_MESH_NAME 
TOKEN_ALIGN_RESIZE 
TOKEN_RESIZE 
TOKEN_BOXCOLL_WIDTH 
TOKEN_BOXCOLL_HEIGHT 
TOKEN_BOXCOLL_DEPTH 
TOKEN_FRICTION 
TOKEN_BOUNCYNESS 
TOKEN_INTERSECTION 
TOKEN_COLLIDER_FRICTION 
TOKEN_COLLIDER_BOUNCYNESS 
TOKEN_COLLIDER_INTERSECTION 
TOKEN_COLLIDER_COLLISION_TYPE 
TOKEN_COLLIDER_BOUNCE 
TOKEN_COLLIDER_FLOW 
TOKEN_COLLIDER_NONE 
TOKEN_COLLIDER_INTERSECTION_POINT 
TOKEN_COLLIDER_INTERSECTION_BOX 
TOKEN_INNER_COLLISION 
TOKEN_AVOIDANCE_RADIUS 
TOKEN_TIME_COLOUR 
TOKEN_COLOUR_TIME_COLOUR 
TOKEN_COLOUR_OPERATION 
TOKEN_COLOUR_MULTIPLY 
TOKEN_COLOUR_SET 
TOKEN_FORCE_VECTOR 
TOKEN_FORCE_APPLICATION 
TOKEN_FORCE_AFF_VECTOR 
TOKEN_FORCE_AFF_APPLICATION 
TOKEN_FORCE_ADD 
TOKEN_FORCE_AVERAGE 
TOKEN_FORCEFIELD_TYPE 
TOKEN_REALTIME 
TOKEN_MATRIX 
TOKEN_DELTA 
TOKEN_FORCE 
TOKEN_OCTAVES 
TOKEN_FREQUENCY 
TOKEN_AMPLITUDE 
TOKEN_PERSISTENCE 
TOKEN_FORCEFIELDSIZE 
TOKEN_WORLDSIZE 
TOKEN_IGNORE_NEGATIVE_X 
TOKEN_IGNORE_NEGATIVE_Y 
TOKEN_IGNORE_NEGATIVE_Z 
TOKEN_MOVEMENT 
TOKEN_MOVEMENT_FREQUENCY 
TOKEN_GEOMROT_USE_OWN_ROTATION 
TOKEN_GEOMROT_ROTATION_SPEED 
TOKEN_GEOMROT_ROTATION_AXIS 
TOKEN_GRAVITY 
TOKEN_ADJUSTMENT 
TOKEN_COLLISION_RESPONSE 
TOKEN_IPC_ADJUSTMENT 
TOKEN_IPC_COLLISION_RESPONSE 
TOKEN_IPC_AVERAGE_VELOCITY 
TOKEN_IPC_ANGLE_BASED_VELOCITY 
TOKEN_JET_ACCELERATION 
TOKEN_END 
TOKEN_DRIFT 
TOKEN_LINE_AFF_MAX_DEVIATION 
TOKEN_LINE_AFF_TIME_STEP 
TOKEN_LINE_AFF_END 
TOKEN_LINE_AFF_DRIFT 
TOKEN_FOLLOW_MAX_DISTANCE 
TOKEN_FOLLOW_MIN_DISTANCE 
TOKEN_MAX_DISTANCE 
TOKEN_MIN_DISTANCE 
TOKEN_PATH_POINT 
TOKEN_PLANECOLL_NORMAL 
TOKEN_RND_MAX_DEVIATION_X 
TOKEN_RND_MAX_DEVIATION_Y 
TOKEN_RND_MAX_DEVIATION_Z 
TOKEN_MAX_DEVIATION_X 
TOKEN_MAX_DEVIATION_Y 
TOKEN_MAX_DEVIATION_Z 
TOKEN_RND_TIME_STEP 
TOKEN_RND_DIRECTION 
TOKEN_USE_DIRECTION 
TOKEN_SCALE_XYZ_SCALE 
TOKEN_SCALE_X_SCALE 
TOKEN_SCALE_Y_SCALE 
TOKEN_SCALE_Z_SCALE 
TOKEN_SCALE_VELOCITY_SCALE 
TOKEN_STOP_AT_FLIP 
TOKEN_SINE_MIN_FREQUENCY 
TOKEN_SINE_MAX_FREQUENCY 
TOKEN_MIN_FREQUENCY 
TOKEN_MAX_FREQUENCY 
TOKEN_SPHERE_COLLIDER_RADIUS 
TOKEN_TEXANIM_TIME_STEP 
TOKEN_TEXANIM_TEXCOORDS_START 
TOKEN_TEXANIM_TEXCOORDS_END 
TOKEN_START_TEXANIM_TEXCOORDS_RANGE 
TOKEN_END_TEXANIM_TEXCOORDS_RANGE 
TOKEN_TEXANIM_ANIMATION_TYPE 
TOKEN_TEXANIM_START_RANDOM 
TOKEN_TEXANIM_LOOP 
TOKEN_TEXANIM_UP_DOWN 
TOKEN_TEXANIM_RANDOM 
TOKEN_TEXROT_USE_OWN_ROTATION 
TOKEN_TEXROT_ROTATION_SPEED 
TOKEN_TEXROT_ROTATION 
TOKEN_VELO_MATCHING_RADIUS 
TOKEN_VORTEX_ROTATION_VECTOR 
TOKEN_VORTEX_ROTATION_SPEED 
TOKEN_ONCOUNT_THRESHOLD 
TOKEN_ONEVENT_FLAG 
TOKEN_ONPOSITION_X 
TOKEN_ONPOSITION_Y 
TOKEN_ONPOSITION_Z 
TOKEN_ONRANDOM_THRESHOLD 
TOKEN_ONTIME 
TOKEN_ONVELOCITY_THRESHOLD 
TOKEN_FORCE_AFFECTOR 
TOKEN_FORCE_AFFECTOR_PRE_POST 
TOKEN_DOENABLE_COMPONENT 
TOKEN_DOENABLE_EMITTER_COMPONENT 
TOKEN_DOENABLE_AFFECTOR_COMPONENT 
TOKEN_DOENABLE_TECHNIQUE_COMPONENT 
TOKEN_DOENABLE_OBSERVER_COMPONENT 
TOKEN_DOPLACE_FORCE_EMITTER 
TOKEN_DOPLACE_NUMBER_OF_PARTICLES 
TOKEN_INHERIT_POSITION 
TOKEN_INHERIT_DIRECTION 
TOKEN_INHERIT_ORIENTATION 
TOKEN_INHERIT_TIME_TO_LIVE 
TOKEN_INHERIT_MASS 
TOKEN_INHERIT_TEXTURE_COORDINATE 
TOKEN_INHERIT_COLOUR 
TOKEN_INHERIT_WIDTH 
TOKEN_INHERIT_HEIGHT 
TOKEN_INHERIT_DEPTH 
TOKEN_DOSCALE_FRACTION 
TOKEN_DOSCALE_TYPE 
TOKEN_DOSCALE_TIME_TO_LIVE 
TOKEN_DOSCALE_VELOCITY 
TOKEN_PHYSX_SHAPE_TYPE 
TOKEN_PHYSX_ACTOR_COLLISION_GROUP 
TOKEN_PHYSX_SHAPE_COLLISION_GROUP 
TOKEN_PHYSX_GROUP_MASK 
TOKEN_PHYSX_ANGULAR_VELOCITY 
TOKEN_PHYSX_ANGULAR_DAMPING 
TOKEN_PHYSX_MATERIAL_INDEX 
TOKEN_SHAPE_TYPE 
TOKEN_ACTOR_COLLISION_GROUP 
TOKEN_SHAPE_COLLISION_GROUP 
TOKEN_ANGULAR_VELOCITY 
TOKEN_ANGULAR_DAMPING 
TOKEN_MATERIAL_INDEX 
TOKEN_PHYSX_BOX 
TOKEN_PHYSX_SPHERE 
TOKEN_PHYSX_CAPSULE 
TOKEN_REST_PARTICLE_PER_METER 
TOKEN_REST_DENSITY 
TOKEN_KERNEL_RADIUS_MULTIPLIER 
TOKEN_MOTION_LIMIT_MULTIPLIER 
TOKEN_COLLISION_DISTANCE_MULTIPLIER 
TOKEN_PACKET_SIZE_MULTIPLIER 
TOKEN_STIFFNESS 
TOKEN_VISCOSITY 
TOKEN_SURFACE_TENSION 
TOKEN_DAMPING 
TOKEN_EXTERNAL_ACCELERATION 
TOKEN_RESTITUTION_FOR_STATIC_SHAPES 
TOKEN_DYNAMIC_FRICTION_FOR_STATIC_SHAPES 
TOKEN_STATIC_FRICTION_FOR_STATIC_SHAPES 
TOKEN_ATTRACTION_FOR_STATIC_SHAPES 
TOKEN_RESTITUTION_FOR_DYNAMIC_SHAPES 
TOKEN_DYNAMIC_FRICTION_FOR_DYNAMIC_SHAPES 
TOKEN_STATIC_FRICTION_FOR_DYNAMIC_SHAPES 
TOKEN_ATTRACTION_FOR_DYNAMIC_SHAPES 
TOKEN_COLLISION_RESPONSE_COEFFICIENT 
TOKEN_COLLISION_GROUP 
TOKEN_SIMULATION_METHOD 
TOKEN_COLLISION_METHOD 
TOKEN_FLAGS 
TOKEN_FLAG_VISUALIZATION 
TOKEN_FLAG_DISABLE_GRAVITY 
TOKEN_FLAG_COLLISION_TWOWAY 
TOKEN_FLAG_FLUID_ENABLED 
TOKEN_FLAG_HARDWARE 
TOKEN_FLAG_PRIORITY_MODE 
TOKEN_FLAG_PROJECT_TO_PLANE 
TOKEN_FLAG_STRICT_COOKING_FORMAT 
TOKEN_INTERCOLLISION 
TOKEN_NOINTERCOLLISION 
TOKEN_MIX_INTERCOLLISION 
TOKEN_STATIC 
TOKEN_DYNAMIC 
TOKEN_SCENE_MESH_NAME 
TOKEN_SCENE_MATERIAL_NAME 
TOKEN_SCENE_SCALE 
TOKEN_SCENE_POSITION 
Enumerator
TOKEN_GROUP_MASK 
TOKEN_ACCELERATION 
TOKEN_MAX_INCREMENT 
TOKEN_MIN_INCREMENT 
TOKEN_ITERATIONS 
TOKEN_COLOUR_CHANGE 
TOKEN_INITIAL_COLOUR 
TOKEN_RANDOM_INITIAL_COLOUR 
TOKEN_USE_VERTEX_COLOURS 
TOKEN_USE_OWN_ROTATION 
TOKEN_MAX_DEVIATION 
TOKEN_TIME_STEP 
TOKEN_BOX_WIDTH 
TOKEN_BOX_HEIGHT 
TOKEN_BOX_DEPTH 
TOKEN_VELOCITY 
TOKEN_SPEED 
TOKEN_ROTATION_SPEED 
TOKEN_ROTATION 
TOKEN_ROTATION_AXIS 
TOKEN_NORMAL 
TOKEN_STEP 
TOKEN_NUMBER_OF_SEGMENTS 
TOKEN_MAX_ELEMENTS 
TOKEN_UPDATE_INTERVAL 
TOKEN_DISTANCE_THRESHOLD 
TOKEN_MATERIAL 
TOKEN_MESH_NAME 
TOKEN_RADIUS 
TOKEN_ENABLED 
TOKEN_POSITION 
TOKEN_KEEP_LOCAL 
TOKEN_LESS_THAN 
TOKEN_GREATER_THAN 
TOKEN_EQUALS 
TOKEN_VISUAL_PARTICLE 
TOKEN_EMITTER_PARTICLE 
TOKEN_AFFECTOR_PARTICLE 
TOKEN_TECHNIQUE_PARTICLE 
TOKEN_SYSTEM_PARTICLE 
TOKEN_POINT 
TOKEN_VERTEX 
TOKEN_INCREASE 
TOKEN_ALIAS 
TOKEN_USE_ALIAS 
TOKEN_SINCE_START_SYSTEM 
TOKEN_SYSTEM 
TOKEN_PS_ITERATION_INTERVAL 
TOKEN_PS_NONVIS_UPDATE_TIMEOUT 
TOKEN_PS_FIXED_TIMEOUT 
TOKEN_PS_LOD_DISTANCES 
TOKEN_PS_MAIN_CAMERA_NAME 
TOKEN_PS_SMOOTH_LOD 
TOKEN_PS_FAST_FORWARD 
TOKEN_PS_SCALE 
TOKEN_PS_SCALE_VELOCITY 
TOKEN_PS_SCALE_TIME 
TOKEN_PS_TIGHT_BOUNDING_BOX 
TOKEN_PS_CATEGORY 
TOKEN_TECHNIQUE 
TOKEN_TECH_VISUAL_PARTICLE_QUOTA 
TOKEN_TECH_EMITTED_EMITTER_QUOTA 
TOKEN_TECH_EMITTED_AFFECTOR_QUOTA 
TOKEN_TECH_EMITTED_TECHNIQUE_QUOTA 
TOKEN_TECH_EMITTED_SYSTEM_QUOTA 
TOKEN_TECH_LOD_INDEX 
TOKEN_TECH_DEFAULT_PARTICLE_WIDTH 
TOKEN_TECH_DEFAULT_PARTICLE_HEIGHT 
TOKEN_TECH_DEFAULT_PARTICLE_DEPTH 
TOKEN_TECH_SPHASHING_CELL_DIMENSION 
TOKEN_TECH_SPHASHING_CELL_OVERLAP 
TOKEN_TECH_SPHASHING_SIZE 
TOKEN_TECH_SPHASHING_UPDATE_INTERVAL 
TOKEN_TECH_MAX_VELOCITY 
TOKEN_RENDERER 
TOKEN_RENDERER_Q_GROUP 
TOKEN_RENDERER_SORTING 
TOKEN_RENDERER_TEXCOORDS_DEFINE 
TOKEN_RENDERER_TEXCOORDS_ROWS 
TOKEN_RENDERER_TEXCOORDS_SET 
TOKEN_RENDERER_TEXCOORDS_COLUMNS 
TOKEN_RENDERER_USE_SOFT_PARTICLES 
TOKEN_RENDERER_SOFT_PARTICLES_CONTRAST_POWER 
TOKEN_RENDERER_SOFT_PARTICLES_SCALE 
TOKEN_RENDERER_SOFT_PARTICLES_DELTA 
TOKEN_EMITTER 
TOKEN_EMITTER_DIRECTION 
TOKEN_EMITTER_ORIENTATION 
TOKEN_EMITTER_ORIENTATION_RANGE_START 
TOKEN_EMITTER_ORIENTATION_RANGE_END 
TOKEN_EMITTER_START_ORIENTATION_RANGE 
TOKEN_EMITTER_END_ORIENTATION_RANGE 
TOKEN_EMITTER_DURATION 
TOKEN_EMITTER_REPEAT_DELAY 
TOKEN_EMITTER_EMITS 
TOKEN_ANGLE 
TOKEN_EMITTER_EMISSION_RATE 
TOKEN_TIME_TO_LIVE 
TOKEN_EMITTER_MASS 
TOKEN_EMITTER_START_TEXCOORDS 
TOKEN_EMITTER_END_TEXCOORDS 
TOKEN_EMITTER_START_TEXCOORDS_RANGE 
TOKEN_EMITTER_END_TEXCOORDS_RANGE 
TOKEN_EMITTER_TEXCOORDS 
TOKEN_EMITTER_START_COLOUR_RANGE 
TOKEN_EMITTER_END_COLOUR_RANGE 
TOKEN_EMITTER_COLOUR 
TOKEN_EMITTER_ALL_PARTICLE_DIM 
TOKEN_EMITTER_PARTICLE_WIDTH 
TOKEN_EMITTER_PARTICLE_HEIGHT 
TOKEN_EMITTER_PARTICLE_DEPTH 
TOKEN_EMITTER_AUTO_DIRECTION 
TOKEN_EMITTER_FORCE_EMISISON 
TOKEN_AFFECTOR 
TOKEN_AFFECTOR_MASS 
TOKEN_AFFECTOR_EXCLUDE_EMITTER 
TOKEN_AFFECTOR_SPECIALISATION 
TOKEN_AFFECTOR_SPEC_DEFAULT 
TOKEN_AFFECTOR_SPEC_TTL_INCREASE 
TOKEN_AFFECTOR_SPEC_TTL_DECREASE 
TOKEN_OBSERVER 
TOKEN_OBSERVE_PARTICLE_TYPE 
TOKEN_OBSERVE_INTERVAL 
TOKEN_OBSERVE_UNTIL_EVENT 
TOKEN_HANDLER 
TOKEN_BEHAVIOUR 
TOKEN_EXTERN 
TOKEN_EXTERN_DISTANCE_THRESHOLD 
TOKEN_DYN_CONTROL_POINT 
TOKEN_DYN_MIN 
TOKEN_DYN_MAX 
TOKEN_DYN_OSCILLATE_FREQUENCY 
TOKEN_DYN_OSCILLATE_PHASE 
TOKEN_DYN_OSCILLATE_BASE 
TOKEN_DYN_OSCILLATE_AMPLITUDE 
TOKEN_DYN_OSCILLATE_TYPE 
TOKEN_DYN_OSCILLATE 
TOKEN_DYN_RANDOM 
TOKEN_DYN_CURVED_LINEAR 
TOKEN_DYN_CURVED_SPLINE 
TOKEN_DYN_SINE 
TOKEN_DYN_SQUARE 
TOKEN_CAMERA_DEPENDENCY 
TOKEN_BEAMRENDERER_UPDATE_INTERVAL 
TOKEN_BEAMRENDERER_MAX_ELEMENTS 
TOKEN_BEAMRENDERER_DEVIATION 
TOKEN_BEAMRENDERER_NUMBER_OF_SEGMENTS 
TOKEN_BEAMRENDERER_JUMP 
TOKEN_BEAMRENDERER_TEXCOORD_DIRECTION 
TOKEN_BEAMRENDERER_VERTEX_COLOURS 
TOKEN_BEAMRENDERER_TCD_U 
TOKEN_BEAMRENDERER_TCD_V 
TOKEN_BILLBOARD_TYPE 
TOKEN_BILLBOARD_ORIGIN 
TOKEN_BILLBOARD_ROTATION_TYPE 
TOKEN_BILLBOARD_COMMON_DIRECTION 
TOKEN_BILLBOARD_COMMON_UP_VECTOR 
TOKEN_BILLBOARD_POINT_RENDERING 
TOKEN_BILLBOARD_ACCURATE_FACING 
TOKEN_BILLBOARD_ORIENTED_COMMON 
TOKEN_BILLBOARD_ORIENTED_SELF 
TOKEN_BILLBOARD_ORIENTED_SHAPE 
TOKEN_BILLBOARD_PERPENDICULAR_COMMON 
TOKEN_BILLBOARD_PERPENDICULAR_SELF 
TOKEN_BILLBOARD_TOP_LEFT 
TOKEN_BILLBOARD_TOP_CENTER 
TOKEN_BILLBOARD_TOP_RIGHT 
TOKEN_BILLBOARD_CENTER_LEFT 
TOKEN_BILLBOARD_CENTER_RIGHT 
TOKEN_BILLBOARD_CENTER 
TOKEN_BILLBOARD_BOTTON_LEFT 
TOKEN_BILLBOARD_BOTTOM_CENTER 
TOKEN_BILLBOARD_BOTTOM_RIGHT 
TOKEN_BILLBOARD_TEXCOORD 
TOKEN_ENT_MESH_NAME 
TOKEN_ENT_ORIENTATION_TYPE 
TOKEN_ENT_ORIENTED_SELF 
TOKEN_ENT_ORIENTED_SELF_MIRRORED 
TOKEN_ENT_ORIENTED_SHAPE 
TOKEN_LIGHT_TYPE 
TOKEN_LIGHT_RENDER_QUEUE 
TOKEN_LIGHT_SPECULAR 
TOKEN_LIGHT_ATT_RANGE 
TOKEN_LIGHT_ATT_CONSTANT 
TOKEN_LIGHT_ATT_LINEAR 
TOKEN_LIGHT_ATT_QUADRATIC 
TOKEN_LIGHT_SPOT_INNER 
TOKEN_LIGHT_SPOT_OUTER 
TOKEN_LIGHT_FALLOFF 
TOKEN_LIGHT_POWERSCALE 
TOKEN_LIGHT_SPOT 
TOKEN_FLASH_FREQUENCY 
TOKEN_FLASH_LENGTH 
TOKEN_FLASH_RANDOM 
TOKEN_RIBBONTRAIL_VERTEX_COLOURS 
TOKEN_RIBBONTRAIL_MAX_ELEMENTS 
TOKEN_RIBBONTRAIL_LENGTH 
TOKEN_RIBBONTRAIL_WIDTH 
TOKEN_RIBBONTRAIL_RANDOM_INITIAL_COLOUR 
TOKEN_RIBBONTRAIL_INITIAL_COLOUR 
TOKEN_RIBBONTRAIL_COLOUR_CHANGE 
TOKEN_EMITTER_BOX_WIDTH 
TOKEN_EMITTER_BOX_HEIGHT 
TOKEN_EMITTER_BOX_DEPTH 
TOKEN_CIRCLE_RADIUS 
TOKEN_CIRCLE_STEP 
TOKEN_CIRCLE_ANGLE 
TOKEN_CIRCLE_RANDOM 
TOKEN_EMIT_RANDOM 
TOKEN_CIRCLE_NORMAL 
TOKEN_LINE_EMIT_END 
TOKEN_LINE_EMIT_MAX_INCREMENT 
TOKEN_LINE_EMIT_MIN_INCREMENT 
TOKEN_LINE_EMIT_MAX_DEVIATION 
TOKEN_MESH_SURFACE_NAME 
TOKEN_MESH_SURFACE_DISTRIBUTION 
TOKEN_MESH_SURFACE_MESH_SCALE 
TOKEN_MESH_SURFACE_EDGE 
TOKEN_MESH_SURFACE_HETEROGENEOUS_1 
TOKEN_MESH_SURFACE_HETEROGENEOUS_2 
TOKEN_MESH_SURFACE_HOMOGENEOUS 
TOKEN_POS_ADD_POSITION 
TOKEN_POS_RANDOMIZE 
TOKEN_MASTER_TECHNIQUE 
TOKEN_MASTER_EMITTER 
TOKEN_SPHERE_RADIUS 
TOKEN_VERTEX_STEP 
TOKEN_VERTEX_SEGMENTS 
TOKEN_VERTEX_ITERATIONS 
TOKEN_VERTEX_MESH_NAME 
TOKEN_ALIGN_RESIZE 
TOKEN_RESIZE 
TOKEN_BOXCOLL_WIDTH 
TOKEN_BOXCOLL_HEIGHT 
TOKEN_BOXCOLL_DEPTH 
TOKEN_FRICTION 
TOKEN_BOUNCYNESS 
TOKEN_INTERSECTION 
TOKEN_COLLIDER_FRICTION 
TOKEN_COLLIDER_BOUNCYNESS 
TOKEN_COLLIDER_INTERSECTION 
TOKEN_COLLIDER_COLLISION_TYPE 
TOKEN_COLLIDER_BOUNCE 
TOKEN_COLLIDER_FLOW 
TOKEN_COLLIDER_NONE 
TOKEN_COLLIDER_INTERSECTION_POINT 
TOKEN_COLLIDER_INTERSECTION_BOX 
TOKEN_INNER_COLLISION 
TOKEN_AVOIDANCE_RADIUS 
TOKEN_TIME_COLOUR 
TOKEN_COLOUR_TIME_COLOUR 
TOKEN_COLOUR_OPERATION 
TOKEN_COLOUR_MULTIPLY 
TOKEN_COLOUR_SET 
TOKEN_FORCE_VECTOR 
TOKEN_FORCE_APPLICATION 
TOKEN_FORCE_AFF_VECTOR 
TOKEN_FORCE_AFF_APPLICATION 
TOKEN_FORCE_ADD 
TOKEN_FORCE_AVERAGE 
TOKEN_FORCEFIELD_TYPE 
TOKEN_REALTIME 
TOKEN_MATRIX 
TOKEN_DELTA 
TOKEN_FORCE 
TOKEN_OCTAVES 
TOKEN_FREQUENCY 
TOKEN_AMPLITUDE 
TOKEN_PERSISTENCE 
TOKEN_FORCEFIELDSIZE 
TOKEN_WORLDSIZE 
TOKEN_IGNORE_NEGATIVE_X 
TOKEN_IGNORE_NEGATIVE_Y 
TOKEN_IGNORE_NEGATIVE_Z 
TOKEN_MOVEMENT 
TOKEN_MOVEMENT_FREQUENCY 
TOKEN_GEOMROT_USE_OWN_ROTATION 
TOKEN_GEOMROT_ROTATION_SPEED 
TOKEN_GEOMROT_ROTATION_AXIS 
TOKEN_GRAVITY 
TOKEN_ADJUSTMENT 
TOKEN_COLLISION_RESPONSE 
TOKEN_IPC_ADJUSTMENT 
TOKEN_IPC_COLLISION_RESPONSE 
TOKEN_IPC_AVERAGE_VELOCITY 
TOKEN_IPC_ANGLE_BASED_VELOCITY 
TOKEN_JET_ACCELERATION 
TOKEN_END 
TOKEN_DRIFT 
TOKEN_LINE_AFF_MAX_DEVIATION 
TOKEN_LINE_AFF_TIME_STEP 
TOKEN_LINE_AFF_END 
TOKEN_LINE_AFF_DRIFT 
TOKEN_FOLLOW_MAX_DISTANCE 
TOKEN_FOLLOW_MIN_DISTANCE 
TOKEN_MAX_DISTANCE 
TOKEN_MIN_DISTANCE 
TOKEN_PATH_POINT 
TOKEN_PLANECOLL_NORMAL 
TOKEN_RND_MAX_DEVIATION_X 
TOKEN_RND_MAX_DEVIATION_Y 
TOKEN_RND_MAX_DEVIATION_Z 
TOKEN_MAX_DEVIATION_X 
TOKEN_MAX_DEVIATION_Y 
TOKEN_MAX_DEVIATION_Z 
TOKEN_RND_TIME_STEP 
TOKEN_RND_DIRECTION 
TOKEN_USE_DIRECTION 
TOKEN_SCALE_XYZ_SCALE 
TOKEN_SCALE_X_SCALE 
TOKEN_SCALE_Y_SCALE 
TOKEN_SCALE_Z_SCALE 
TOKEN_SCALE_VELOCITY_SCALE 
TOKEN_STOP_AT_FLIP 
TOKEN_SINE_MIN_FREQUENCY 
TOKEN_SINE_MAX_FREQUENCY 
TOKEN_MIN_FREQUENCY 
TOKEN_MAX_FREQUENCY 
TOKEN_SPHERE_COLLIDER_RADIUS 
TOKEN_TEXANIM_TIME_STEP 
TOKEN_TEXANIM_TEXCOORDS_START 
TOKEN_TEXANIM_TEXCOORDS_END 
TOKEN_START_TEXANIM_TEXCOORDS_RANGE 
TOKEN_END_TEXANIM_TEXCOORDS_RANGE 
TOKEN_TEXANIM_ANIMATION_TYPE 
TOKEN_TEXANIM_START_RANDOM 
TOKEN_TEXANIM_LOOP 
TOKEN_TEXANIM_UP_DOWN 
TOKEN_TEXANIM_RANDOM 
TOKEN_TEXROT_USE_OWN_ROTATION 
TOKEN_TEXROT_ROTATION_SPEED 
TOKEN_TEXROT_ROTATION 
TOKEN_VELO_MATCHING_RADIUS 
TOKEN_VORTEX_ROTATION_VECTOR 
TOKEN_VORTEX_ROTATION_SPEED 
TOKEN_ONCOUNT_THRESHOLD 
TOKEN_ONEVENT_FLAG 
TOKEN_ONPOSITION_X 
TOKEN_ONPOSITION_Y 
TOKEN_ONPOSITION_Z 
TOKEN_ONRANDOM_THRESHOLD 
TOKEN_ONTIME 
TOKEN_ONVELOCITY_THRESHOLD 
TOKEN_FORCE_AFFECTOR 
TOKEN_FORCE_AFFECTOR_PRE_POST 
TOKEN_DOENABLE_COMPONENT 
TOKEN_DOENABLE_EMITTER_COMPONENT 
TOKEN_DOENABLE_AFFECTOR_COMPONENT 
TOKEN_DOENABLE_TECHNIQUE_COMPONENT 
TOKEN_DOENABLE_OBSERVER_COMPONENT 
TOKEN_DOPLACE_FORCE_EMITTER 
TOKEN_DOPLACE_NUMBER_OF_PARTICLES 
TOKEN_INHERIT_POSITION 
TOKEN_INHERIT_DIRECTION 
TOKEN_INHERIT_ORIENTATION 
TOKEN_INHERIT_TIME_TO_LIVE 
TOKEN_INHERIT_MASS 
TOKEN_INHERIT_TEXTURE_COORDINATE 
TOKEN_INHERIT_COLOUR 
TOKEN_INHERIT_WIDTH 
TOKEN_INHERIT_HEIGHT 
TOKEN_INHERIT_DEPTH 
TOKEN_DOSCALE_FRACTION 
TOKEN_DOSCALE_TYPE 
TOKEN_DOSCALE_TIME_TO_LIVE 
TOKEN_DOSCALE_VELOCITY 
TOKEN_PHYSX_SHAPE_TYPE 
TOKEN_PHYSX_ACTOR_COLLISION_GROUP 
TOKEN_PHYSX_SHAPE_COLLISION_GROUP 
TOKEN_PHYSX_GROUP_MASK 
TOKEN_PHYSX_ANGULAR_VELOCITY 
TOKEN_PHYSX_ANGULAR_DAMPING 
TOKEN_PHYSX_MATERIAL_INDEX 
TOKEN_SHAPE_TYPE 
TOKEN_ACTOR_COLLISION_GROUP 
TOKEN_SHAPE_COLLISION_GROUP 
TOKEN_ANGULAR_VELOCITY 
TOKEN_ANGULAR_DAMPING 
TOKEN_MATERIAL_INDEX 
TOKEN_PHYSX_BOX 
TOKEN_PHYSX_SPHERE 
TOKEN_PHYSX_CAPSULE 
TOKEN_REST_PARTICLE_PER_METER 
TOKEN_REST_DENSITY 
TOKEN_KERNEL_RADIUS_MULTIPLIER 
TOKEN_MOTION_LIMIT_MULTIPLIER 
TOKEN_COLLISION_DISTANCE_MULTIPLIER 
TOKEN_PACKET_SIZE_MULTIPLIER 
TOKEN_STIFFNESS 
TOKEN_VISCOSITY 
TOKEN_SURFACE_TENSION 
TOKEN_DAMPING 
TOKEN_EXTERNAL_ACCELERATION 
TOKEN_RESTITUTION_FOR_STATIC_SHAPES 
TOKEN_DYNAMIC_FRICTION_FOR_STATIC_SHAPES 
TOKEN_STATIC_FRICTION_FOR_STATIC_SHAPES 
TOKEN_ATTRACTION_FOR_STATIC_SHAPES 
TOKEN_RESTITUTION_FOR_DYNAMIC_SHAPES 
TOKEN_DYNAMIC_FRICTION_FOR_DYNAMIC_SHAPES 
TOKEN_STATIC_FRICTION_FOR_DYNAMIC_SHAPES 
TOKEN_ATTRACTION_FOR_DYNAMIC_SHAPES 
TOKEN_COLLISION_RESPONSE_COEFFICIENT 
TOKEN_COLLISION_GROUP 
TOKEN_SIMULATION_METHOD 
TOKEN_COLLISION_METHOD 
TOKEN_FLAGS 
TOKEN_FLAG_VISUALIZATION 
TOKEN_FLAG_DISABLE_GRAVITY 
TOKEN_FLAG_COLLISION_TWOWAY 
TOKEN_FLAG_FLUID_ENABLED 
TOKEN_FLAG_HARDWARE 
TOKEN_FLAG_PRIORITY_MODE 
TOKEN_FLAG_PROJECT_TO_PLANE 
TOKEN_FLAG_STRICT_COOKING_FORMAT 
TOKEN_INTERCOLLISION 
TOKEN_NOINTERCOLLISION 
TOKEN_MIX_INTERCOLLISION 
TOKEN_STATIC 
TOKEN_DYNAMIC 
TOKEN_SCENE_MESH_NAME 
TOKEN_SCENE_MATERIAL_NAME 
TOKEN_SCENE_SCALE 
TOKEN_SCENE_POSITION 
enum EvaluateType
strong

Evaluate Type.

Enumerator
INT_LINEAR 
INT_NEAR 
INT_QUAT_SLERP 
INT_USER_FUNCTION 
var EvaluateType
strong

Evaluate Type.

Enumerator
INT_LINEAR 
INT_NEAR 
INT_QUAT_SLERP 
INT_USER_FUNCTION 
local EvaluateType
strong

Evaluate Type.

Enumerator
INT_LINEAR 
INT_NEAR 
INT_QUAT_SLERP 
INT_USER_FUNCTION 
enum LightFlag
strong
Enumerator
LIGHT0 
LIGHT1 
LIGHT2 
LIGHT3 
LIGHT4 
LIGHT5 
LIGHT6 
LIGHT7 
LIGHT8 
LIGHT9 
LIGHT10 
LIGHT11 
LIGHT12 
LIGHT13 
LIGHT14 
LIGHT15 
var LightFlag
strong
Enumerator
LIGHT0 
LIGHT1 
LIGHT2 
LIGHT3 
LIGHT4 
LIGHT5 
LIGHT6 
LIGHT7 
LIGHT8 
LIGHT9 
LIGHT10 
LIGHT11 
LIGHT12 
LIGHT13 
LIGHT14 
LIGHT15 
local LightFlag
strong
Enumerator
LIGHT0 
LIGHT1 
LIGHT2 
LIGHT3 
LIGHT4 
LIGHT5 
LIGHT6 
LIGHT7 
LIGHT8 
LIGHT9 
LIGHT10 
LIGHT11 
LIGHT12 
LIGHT13 
LIGHT14 
LIGHT15 
enum LightType
strong
Enumerator
DIRECTIONAL 
POINT 
SPOT 
AMBIENT 

LuaBridge Error enum, with inline docs.

Enumerator
kLuaBridgeErrorOk 
kLuaBridgeErrorInvalidParameters 

< value 0

kLuaBridgeErrorClassNotFound 

< value -1

kLuaBridgeErrorMethodNotFound 

< value -2

kLuaBridgeErrorExceptionOccurred 

< value -3

kLuaBridgeErrorMethodSignature 

< value -4

kLuaBridgeErrorJavaVMError 

< value -5

LuaBridge Error enum, with inline docs.

Enumerator
kLuaBridgeErrorOk 
kLuaBridgeErrorInvalidParameters 

< value 0

kLuaBridgeErrorClassNotFound 

< value -1

kLuaBridgeErrorMethodNotFound 

< value -2

kLuaBridgeErrorExceptionOccurred 

< value -3

kLuaBridgeErrorMethodSignature 

< value -4

kLuaBridgeErrorJavaVMError 

< value -5

LuaBridge Error enum, with inline docs.

Enumerator
kLuaBridgeErrorOk 
kLuaBridgeErrorInvalidParameters 

< value 0

kLuaBridgeErrorClassNotFound 

< value -1

kLuaBridgeErrorMethodNotFound 

< value -2

kLuaBridgeErrorExceptionOccurred 

< value -3

kLuaBridgeErrorMethodSignature 

< value -4

kLuaBridgeErrorJavaVMError 

< value -5

Enumerator
PointerPressed 
PointerMoved 
PointerReleased 
Enumerator
PointerPressed 
PointerMoved 
PointerReleased 
Enumerator
PointerPressed 
PointerMoved 
PointerReleased 
enum PointSide
strong
Enumerator
IN_PLANE 
FRONT_PLANE 
BEHIND_PLANE 
var PointSide
strong
Enumerator
IN_PLANE 
FRONT_PLANE 
BEHIND_PLANE 
local PointSide
strong
Enumerator
IN_PLANE 
FRONT_PLANE 
BEHIND_PLANE 

This enum holds the types of the possible abstract nodes.

Enumerator
ANT_UNKNOWN 
ANT_ATOM 
ANT_OBJECT 
ANT_PROPERTY 
ANT_IMPORT 
ANT_VARIABLE_SET 
ANT_VARIABLE_ACCESS 

This enum holds the types of the possible abstract nodes.

Enumerator
ANT_UNKNOWN 
ANT_ATOM 
ANT_OBJECT 
ANT_PROPERTY 
ANT_IMPORT 
ANT_VARIABLE_SET 
ANT_VARIABLE_ACCESS 

This enum holds the types of the possible abstract nodes.

Enumerator
ANT_UNKNOWN 
ANT_ATOM 
ANT_OBJECT 
ANT_PROPERTY 
ANT_IMPORT 
ANT_VARIABLE_SET 
ANT_VARIABLE_ACCESS 
Enumerator
CO_LESS_THAN 
CO_EQUALS 
CO_GREATER_THAN 
Enumerator
CO_LESS_THAN 
CO_EQUALS 
CO_GREATER_THAN 
Enumerator
CO_LESS_THAN 
CO_EQUALS 
CO_GREATER_THAN 
Enumerator
CT_PARTICLE 
CT_SYSTEM 
CT_TECHNIQUE 
CT_EMITTER 
CT_AFFECTOR 
CT_OBSERVER 
Enumerator
CT_PARTICLE 
CT_SYSTEM 
CT_TECHNIQUE 
CT_EMITTER 
CT_AFFECTOR 
CT_OBSERVER 
Enumerator
CT_PARTICLE 
CT_SYSTEM 
CT_TECHNIQUE 
CT_EMITTER 
CT_AFFECTOR 
CT_OBSERVER 
Enumerator
CNT_VARIABLE 
CNT_VARIABLE_ASSIGN 
CNT_WORD 
CNT_IMPORT 
CNT_QUOTE 
CNT_LBRACE 
CNT_RBRACE 
CNT_COLON 
Enumerator
CNT_VARIABLE 
CNT_VARIABLE_ASSIGN 
CNT_WORD 
CNT_IMPORT 
CNT_QUOTE 
CNT_LBRACE 
CNT_RBRACE 
CNT_COLON 
Enumerator
CNT_VARIABLE 
CNT_VARIABLE_ASSIGN 
CNT_WORD 
CNT_IMPORT 
CNT_QUOTE 
CNT_LBRACE 
CNT_RBRACE 
CNT_COLON 
Enumerator
IT_LINEAR 
IT_SPLINE 
Enumerator
IT_LINEAR 
IT_SPLINE 
Enumerator
IT_LINEAR 
IT_SPLINE 

Function Documentation

public delegate void
cocos2d::Cocos2dEventDelegate
( Cocos2dEvent  event,
Platform::String^  text 
)
var Cocos2dEventDelegate ( var  event,
var  text 
)
local Cocos2dEventDelegate ( local  event,
local  text 
)
public delegate void
cocos2d::Cocos2dMessageBoxDelegate
( Platform::String^  title,
Platform::String^  text 
)
var Cocos2dMessageBoxDelegate ( var  title,
var  text 
)
local Cocos2dMessageBoxDelegate ( local  title,
local  text 
)
public delegate void
cocos2d::Cocos2dEditBoxDelegate
( Platform::String^  strPlaceHolder,
Platform::String^  strText,
int  maxLength,
int  inputMode,
int  inputFlag,
Windows::Foundation::EventHandler< Platform::String^>^  receiveHandler 
)
var Cocos2dEditBoxDelegate ( var  strPlaceHolder,
var  strText,
var  maxLength,
var  inputMode,
var  inputFlag,
var  receiveHandler 
)
local Cocos2dEditBoxDelegate ( local  strPlaceHolder,
local  strText,
local  maxLength,
local  inputMode,
local  inputFlag,
local  receiveHandler 
)
public delegate void
cocos2d::Cocos2dOpenURLDelegate
( Platform::String^  url)
var Cocos2dOpenURLDelegate ( var  url)
local Cocos2dOpenURLDelegate ( local  url)
public delegate void
cocos2d::RequestAdditionalFrameHandler
( )
var RequestAdditionalFrameHandler ( )
local RequestAdditionalFrameHandler ( )
std::wstring CC_DLL
cocos2d::CCUtf8ToUnicode
( const char *  pszUtf8Str,
unsigned  len = -1 
)
var CCUtf8ToUnicode ( var  pszUtf8Str,
var  len = -1 
)
local CCUtf8ToUnicode ( local  pszUtf8Str,
local  len = -1 
)
CC_DLL void cocos2d::CGAffineToGL ( const AffineTransform &  t,
GLfloat *  m 
)

Conversion between mat4*4 and AffineTransform.

Parameters
mThe Mat4*4 pointer.
tAffine transform.
var CGAffineToGL ( var  t,
var  m 
)

Conversion between mat4*4 and AffineTransform.

Parameters
mThe Mat4*4 pointer.
tAffine transform.
local CGAffineToGL ( local  t,
local  m 
)

Conversion between mat4*4 and AffineTransform.

Parameters
mThe Mat4*4 pointer.
tAffine transform.
std::string CC_DLL
cocos2d::CCUnicodeToUtf8
( const wchar_t *  pwszStr)
var CCUnicodeToUtf8 ( var  pwszStr)
local CCUnicodeToUtf8 ( local  pwszStr)
CC_DLL void cocos2d::GLToCGAffine ( const GLfloat *  m,
AffineTransform *  t 
)
var GLToCGAffine ( var  m,
var  t 
)
local GLToCGAffine ( local  m,
local  t 
)
void cocos2d::pthread_mutex_init ( pthread_mutex_t *  m,
void *  attributes 
)
var pthread_mutex_init ( var  m,
var  attributes 
)
local pthread_mutex_init ( local  m,
local  attributes 
)
int cocos2d::pthread_mutex_lock ( pthread_mutex_t *  m)
var pthread_mutex_lock ( var  m)
local pthread_mutex_lock ( local  m)
const PhysicsMaterial
cocos2d::PHYSICSBODY_MATERIAL_DEFAULT
( 0.  1f,
0.  5f,
0.  5f 
)
var PHYSICSBODY_MATERIAL_DEFAULT ( var  1f,
var  5f,
var  5f 
)
local PHYSICSBODY_MATERIAL_DEFAULT ( local  1f,
local  5f,
local  5f 
)
int cocos2d::pthread_mutex_unlock ( pthread_mutex_t *  m)
var pthread_mutex_unlock ( var  m)
local pthread_mutex_unlock ( local  m)
std::string
cocos2d::PlatformStringToString
( Platform::String^  s)
var PlatformStringToString ( var  s)
local PlatformStringToString ( local  s)
void cocos2d::pthread_mutex_destroy ( pthread_mutex_t *  m)
var pthread_mutex_destroy ( var  m)
local pthread_mutex_destroy ( local  m)
Platform::String
cocos2d::PlatformStringFromString
( const std::string &  s)
var PlatformStringFromString ( var  s)
local PlatformStringFromString ( local  s)
int cocos2d::ccNextPOT ( int  value)

Returns the Next Power of Two value.

Examples:

  • If "value" is 15, it will return 16.
  • If "value" is 16, it will return 16.
  • If "value" is 17, it will return 32.
    Parameters
    valueThe value to get next power of two.
    Returns
    Returns the next power of two value.
    Since
    v0.99.5
var ccNextPOT ( var  value)

Returns the Next Power of Two value.

Examples:

  • If "value" is 15, it will return 16.
  • If "value" is 16, it will return 16.
  • If "value" is 17, it will return 32.
    Parameters
    valueThe value to get next power of two.
    Returns
    Returns the next power of two value.
    Since
    v0.99.5
local ccNextPOT ( local  value)

Returns the Next Power of Two value.

Examples:

  • If "value" is 15, it will return 16.
  • If "value" is 16, it will return 16.
  • If "value" is 17, it will return 32.
    Parameters
    valueThe value to get next power of two.
    Returns
    Returns the next power of two value.
    Since
    v0.99.5
float cocos2d::ConvertDipsToPixels ( float  dips)
var ConvertDipsToPixels ( var  dips)
local ConvertDipsToPixels ( local  dips)
float cocos2d::getScaledDPIValue ( float  v)
var getScaledDPIValue ( var  v)
local getScaledDPIValue ( local  v)
CC_DLL AffineTransform
cocos2d::__CCAffineTransformMake
( float  a,
float  b,
float  c,
float  d,
float  tx,
float  ty 
)

Make affine transform.

var __CCAffineTransformMake ( var  a,
var  b,
var  c,
var  d,
var  tx,
var  ty 
)

Make affine transform.

local __CCAffineTransformMake ( local  a,
local  b,
local  c,
local  d,
local  tx,
local  ty 
)

Make affine transform.

Concurrency::task
<Platform::Array<byte>
^> cocos2d::ReadDataAsync
( Platform::String^  path)
var ReadDataAsync ( var  path)
local ReadDataAsync ( local  path)
void CC_DLL
cocos2d::CCLogIPAddresses
( )
var CCLogIPAddresses ( )
local CCLogIPAddresses ( )
Vec2 CC_DLL
cocos2d::PointFromString
( const std::string &  str)

Returns a Core Graphics point structure corresponding to the data in a given string.

Parameters
pszContentA string object whose contents are of the form "{x,y}", where x is the x coordinate and y is the y coordinate. The x and y values can represent integer or float values. An example of a valid string is "{3.0,2.5}". The string is not localized, so items are always separated with a comma.
Returns
A Core Graphics structure that represents a point. If the string is not well-formed, the function returns Vec2::ZERO.
var PointFromString ( var  str)

Returns a Core Graphics point structure corresponding to the data in a given string.

Parameters
pszContentA string object whose contents are of the form "{x,y}", where x is the x coordinate and y is the y coordinate. The x and y values can represent integer or float values. An example of a valid string is "{3.0,2.5}". The string is not localized, so items are always separated with a comma.
Returns
A Core Graphics structure that represents a point. If the string is not well-formed, the function returns Vec2::ZERO.
local PointFromString ( local  str)

Returns a Core Graphics point structure corresponding to the data in a given string.

Parameters
pszContentA string object whose contents are of the form "{x,y}", where x is the x coordinate and y is the y coordinate. The x and y values can represent integer or float values. An example of a valid string is "{3.0,2.5}". The string is not localized, so items are always separated with a comma.
Returns
A Core Graphics structure that represents a point. If the string is not well-formed, the function returns Vec2::ZERO.
CC_DLL Vec2
cocos2d::__CCPointApplyAffineTransform
( const Vec2 point,
const AffineTransform &  t 
)

Multiply point (x,y,1) by a affine tranform.

var __CCPointApplyAffineTransform ( var  point,
var  t 
)

Multiply point (x,y,1) by a affine tranform.

local __CCPointApplyAffineTransform ( local  point,
local  t 
)

Multiply point (x,y,1) by a affine tranform.

std::string CC_DLL
cocos2d::getDeviceIPAddresses
( )
var getDeviceIPAddresses ( )
local getDeviceIPAddresses ( )
CC_DLL Size
cocos2d::__CCSizeApplyAffineTransform
( const Size &  size,
const AffineTransform &  t 
)

Multiply size (width,height,0) by a affine tranform.

var __CCSizeApplyAffineTransform ( var  size,
var  t 
)

Multiply size (width,height,0) by a affine tranform.

local __CCSizeApplyAffineTransform ( local  size,
local  t 
)

Multiply size (width,height,0) by a affine tranform.

CC_DLL AffineTransform
cocos2d::AffineTransformMakeIdentity
( )

Make identity affine transform.

var AffineTransformMakeIdentity ( )

Make identity affine transform.

local AffineTransformMakeIdentity ( )

Make identity affine transform.

void cocos2d::traceScriptParser ( PUConcreteNodeList &  nodes)
var traceScriptParser ( var  nodes)
local traceScriptParser ( local  nodes)
CC_DLL Rect
cocos2d::RectApplyAffineTransform
( const Rect &  rect,
const AffineTransform &  anAffineTransform 
)

Transform Rect, which will transform the four vertice of the point.

var RectApplyAffineTransform ( var  rect,
var  anAffineTransform 
)

Transform Rect, which will transform the four vertice of the point.

local RectApplyAffineTransform ( local  rect,
local  anAffineTransform 
)

Transform Rect, which will transform the four vertice of the point.

Size CC_DLL cocos2d::SizeFromString ( const std::string &  str)

Returns a Core Graphics size structure corresponding to the data in a given string.

Parameters
pszContentA string object whose contents are of the form "{w, h}", where w is the width and h is the height. The w and h values can be integer or float values. An example of a valid string is "{3.0,2.5}". The string is not localized, so items are always separated with a comma.
Returns
A Core Graphics structure that represents a size. If the string is not well-formed, the function returns Size::ZERO.
var SizeFromString ( var  str)

Returns a Core Graphics size structure corresponding to the data in a given string.

Parameters
pszContentA string object whose contents are of the form "{w, h}", where w is the width and h is the height. The w and h values can be integer or float values. An example of a valid string is "{3.0,2.5}". The string is not localized, so items are always separated with a comma.
Returns
A Core Graphics structure that represents a size. If the string is not well-formed, the function returns Size::ZERO.
local SizeFromString ( local  str)

Returns a Core Graphics size structure corresponding to the data in a given string.

Parameters
pszContentA string object whose contents are of the form "{w, h}", where w is the width and h is the height. The w and h values can be integer or float values. An example of a valid string is "{3.0,2.5}". The string is not localized, so items are always separated with a comma.
Returns
A Core Graphics structure that represents a size. If the string is not well-formed, the function returns Size::ZERO.
CC_DLL Rect
cocos2d::RectApplyTransform
( const Rect &  rect,
const Mat4 transform 
)

Transform vec2 and Rect by Mat4.

var RectApplyTransform ( var  rect,
var  transform 
)

Transform vec2 and Rect by Mat4.

local RectApplyTransform ( local  rect,
local  transform 
)

Transform vec2 and Rect by Mat4.

CC_DLL Vec2
cocos2d::PointApplyTransform
( const Vec2 point,
const Mat4 transform 
)
var PointApplyTransform ( var  point,
var  transform 
)
local PointApplyTransform ( local  point,
local  transform 
)
CC_DLL AffineTransform
cocos2d::AffineTransformTranslate
( const AffineTransform &  t,
float  tx,
float  ty 
)

Translation, equals 1 0 1 0 1 0 * affinetransform tx ty 1.

var AffineTransformTranslate ( var  t,
var  tx,
var  ty 
)

Translation, equals 1 0 1 0 1 0 * affinetransform tx ty 1.

local AffineTransformTranslate ( local  t,
local  tx,
local  ty 
)

Translation, equals 1 0 1 0 1 0 * affinetransform tx ty 1.

CC_DLL AffineTransform
cocos2d::AffineTransformRotate
( const AffineTransform &  aTransform,
float  anAngle 
)

Rotation, equals cos(angle) sin(angle) 0 -sin(angle) cos(angle) 0 * AffineTransform 0 0 1.

var AffineTransformRotate ( var  aTransform,
var  anAngle 
)

Rotation, equals cos(angle) sin(angle) 0 -sin(angle) cos(angle) 0 * AffineTransform 0 0 1.

local AffineTransformRotate ( local  aTransform,
local  anAngle 
)

Rotation, equals cos(angle) sin(angle) 0 -sin(angle) cos(angle) 0 * AffineTransform 0 0 1.

CC_DLL AffineTransform
cocos2d::AffineTransformScale
( const AffineTransform &  t,
float  sx,
float  sy 
)

Scale, equals sx 0 0 0 sy 0 * affineTransform 0 0 1.

var AffineTransformScale ( var  t,
var  sx,
var  sy 
)

Scale, equals sx 0 0 0 sy 0 * affineTransform 0 0 1.

local AffineTransformScale ( local  t,
local  sx,
local  sy 
)

Scale, equals sx 0 0 0 sy 0 * affineTransform 0 0 1.

float cocos2d::rand_minus1_1 ( )
inline

Returns a random float between -1 and 1.

It can be seeded using std::srand(seed);

var rand_minus1_1 ( )
inline

Returns a random float between -1 and 1.

It can be seeded using std::srand(seed);

local rand_minus1_1 ( )
inline

Returns a random float between -1 and 1.

It can be seeded using std::srand(seed);

CC_DLL AffineTransform
cocos2d::AffineTransformConcat
( const AffineTransform &  t1,
const AffineTransform &  t2 
)

Concat two affine transform, t1 * t2.

var AffineTransformConcat ( var  t1,
var  t2 
)

Concat two affine transform, t1 * t2.

local AffineTransformConcat ( local  t1,
local  t2 
)

Concat two affine transform, t1 * t2.

CC_DLL bool
cocos2d::AffineTransformEqualToTransform
( const AffineTransform &  t1,
const AffineTransform &  t2 
)

Compare affine transform.

var AffineTransformEqualToTransform ( var  t1,
var  t2 
)

Compare affine transform.

local
AffineTransformEqualToTransform
( local  t1,
local  t2 
)

Compare affine transform.

CC_DLL AffineTransform
cocos2d::AffineTransformInvert
( const AffineTransform &  t)

Get the inverse of affine transform.

var AffineTransformInvert ( var  t)

Get the inverse of affine transform.

local AffineTransformInvert ( local  t)

Get the inverse of affine transform.

CC_DLL Mat4
cocos2d::TransformConcat
( const Mat4 t1,
const Mat4 t2 
)

Concat Mat4, return t1 * t2.

var TransformConcat ( var  t1,
var  t2 
)

Concat Mat4, return t1 * t2.

local TransformConcat ( local  t1,
local  t2 
)

Concat Mat4, return t1 * t2.

int CC_DLL cocos2d::gettimeofday ( struct timeval *  ,
struct timezone  
)
var gettimeofday ( var  ,
var   
)
local gettimeofday ( local  ,
local   
)
float cocos2d::rand_0_1 ( )
inline

Returns a random float between 0 and 1.

It can be seeded using std::srand(seed);

var rand_0_1 ( )
inline

Returns a random float between 0 and 1.

It can be seeded using std::srand(seed);

local rand_0_1 ( )
inline

Returns a random float between 0 and 1.

It can be seeded using std::srand(seed);

bool
cocos2d::BundleReader::read
< std::string >
( std::string *  ptr)
inline

specalization for std::string

bool
cocos2d::BundleReader::read
< std::string >
( var  ptr)
inline

specalization for std::string

bool
cocos2d::BundleReader::read
< std::string >
( local  ptr)
inline

specalization for std::string

bool
cocos2d::BundleReader::readArray
< std::string >
( unsigned int *  length,
std::vector< std::string > *  values 
)
inline

template function to read array of value.

bool
cocos2d::BundleReader::readArray
< std::string >
( var  length,
var  values 
)
inline

template function to read array of value.

bool
cocos2d::BundleReader::readArray
< std::string >
( local  length,
local  values 
)
inline

template function to read array of value.

CC_DLL const char*
cocos2d::cocos2dVersion
( )
var cocos2dVersion ( )
local cocos2dVersion ( )

Variable Documentation

CC_DLL const AffineTransform
AffineTransformIdentity
var AffineTransformIdentity
local AffineTransformIdentity
const ssize_t CC_DLL
CC_INVALID_INDEX
var CC_INVALID_INDEX
local CC_INVALID_INDEX
CC_DLL const GLchar*
ccUIGrayScale_frag
const PhysicsMaterial
PHYSICSSHAPE_MATERIAL_DEFAULT
var PHYSICSSHAPE_MATERIAL_DEFAULT
local PHYSICSSHAPE_MATERIAL_DEFAULT
std::string CC_DLL
s_attributeNames[]
std::string CC_DLL
s_attributeNames[]
std::string CC_DLL
s_attributeNames[]
CC_DLL const ValueMapIntKey
ValueMapIntKeyNull
var ValueMapIntKeyNull
local ValueMapIntKeyNull
CC_DLL const ValueMap ValueMapNull
var ValueMapNull
local ValueMapNull
CC_DLL const ValueVector
ValueVectorNull