Cocos2d-x  v3.11
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PhysicsDebugNode Member List

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

_IDRef
_luaIDRef
_rootedRef
_scriptObjectRef
_scriptOwnedRef
addChild(Node *child)Nodevirtual
addChild(Node *child, int localZOrder)Nodevirtual
addChild(Node *child, int localZOrder, int tag)Nodevirtual
addChild(Node *child, int localZOrder, const std::string &name)Nodevirtual
addComponent(Component *component)Nodevirtual
autorelease()Ref
boundingBox() const Nodeinlinevirtual
cleanup()Nodevirtual
clear()DrawNode
convertToNodeSpace(const Vec2 &worldPoint) const Node
convertToNodeSpaceAR(const Vec2 &worldPoint) const Node
convertTouchToNodeSpace(Touch *touch) const Node
convertTouchToNodeSpaceAR(Touch *touch) const Node
convertToWorldSpace(const Vec2 &nodePoint) const Node
convertToWorldSpaceAR(const Vec2 &nodePoint) const Node
create(cpSpace *space)PhysicsDebugNodestatic
cocos2d::DrawNode::create(int defaultLineWidth=DEFAULT_LINE_WIDTH)DrawNodestatic
cocos2d::Node::create()Nodestatic
draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) overridePhysicsDebugNodevirtual
drawCardinalSpline(PointArray *config, float tension, unsigned int segments, const Color4F &color)DrawNode
drawCatmullRom(PointArray *points, unsigned int segments, const Color4F &color)DrawNode
drawCircle(const Vec2 &center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY, const Color4F &color)DrawNode
drawCircle(const Vec2 &center, float radius, float angle, unsigned int segments, bool drawLineToCenter, const Color4F &color)DrawNode
drawCubicBezier(const Vec2 &origin, const Vec2 &control1, const Vec2 &control2, const Vec2 &destination, unsigned int segments, const Color4F &color)DrawNode
drawDot(const Vec2 &pos, float radius, const Color4F &color)DrawNode
drawLine(const Vec2 &origin, const Vec2 &destination, const Color4F &color)DrawNode
drawPoint(const Vec2 &point, const float pointSize, const Color4F &color)DrawNode
drawPoints(const Vec2 *position, unsigned int numberOfPoints, const Color4F &color)DrawNode
drawPoints(const Vec2 *position, unsigned int numberOfPoints, const float pointSize, const Color4F &color)DrawNode
drawPoly(const Vec2 *poli, unsigned int numberOfPoints, bool closePolygon, const Color4F &color)DrawNode
drawPolygon(const Vec2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor)DrawNode
drawQuadBezier(const Vec2 &origin, const Vec2 &control, const Vec2 &destination, unsigned int segments, const Color4F &color)DrawNode
drawQuadraticBezier(const Vec2 &from, const Vec2 &control, const Vec2 &to, unsigned int segments, const Color4F &color)DrawNode
drawRect(const Vec2 &origin, const Vec2 &destination, const Color4F &color)DrawNode
drawRect(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, const Vec2 &p4, const Color4F &color)DrawNode
drawSegment(const Vec2 &from, const Vec2 &to, float radius, const Color4F &color)DrawNode
drawSolidCircle(const Vec2 &center, float radius, float angle, unsigned int segments, float scaleX, float scaleY, const Color4F &color)DrawNode
drawSolidCircle(const Vec2 &center, float radius, float angle, unsigned int segments, const Color4F &color)DrawNode
drawSolidPoly(const Vec2 *poli, unsigned int numberOfPoints, const Color4F &color)DrawNode
drawSolidRect(const Vec2 &origin, const Vec2 &destination, const Color4F &color)DrawNode
drawTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, const Color4F &color)DrawNode
enumerateChildren(const std::string &name, std::function< bool(Node *node)> callback) const Nodevirtual
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getBlendFunc() const DrawNode
getBoundingBox() const Nodevirtual
getCameraMask() const Nodeinline
getChildByName(const std::string &name) const Nodevirtual
getChildByName(const std::string &name) const Nodeinline
getChildByTag(int tag) const Nodevirtual
getChildByTag(int tag) const Nodeinline
getChildren()Nodeinlinevirtual
getChildrenCount() const Nodevirtual
getColor() const Nodevirtual
getComponent(const std::string &name)Node
getContentSize() const Nodevirtual
getDescription() const Nodevirtual
getDisplayedColor() const Nodevirtual
getDisplayedOpacity() const Nodevirtual
getEventDispatcher() const Nodeinlinevirtual
getGlobalZOrder() const Nodeinlinevirtual
getGLProgram() const Node
getGLProgramState() const Node
getGLServerState() const Nodeinline
getLineWidth()DrawNode
getLocalZOrder() const Nodeinlinevirtual
getName() const Nodevirtual
getNodeToParentAffineTransform(Node *ancestor) const Nodevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToParentTransform(Node *ancestor) const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNormalizedPosition() const Nodevirtual
getNumberOfRunningActions() const Node
getOnEnterCallback() const Nodeinline
getonEnterTransitionDidFinishCallback() const Nodeinline
getOnExitCallback() const Nodeinline
getonExitTransitionDidStartCallback() const Nodeinline
getOpacity() const Nodevirtual
getOrderOfArrival() const Node
getParent()Nodeinlinevirtual
getParentToNodeTransform() const Nodevirtual
getPhysicsBody() const Nodeinline
getPosition() const Nodevirtual
getPosition(float *x, float *y) const Nodevirtual
getPosition3D() const Nodevirtual
getPositionX(void) const Nodevirtual
getPositionY(void) const Nodevirtual
getPositionZ() const Nodevirtual
getReferenceCount() const Ref
getRotation() const Nodevirtual
getRotation3D() const Nodevirtual
getRotationQuat() const Nodevirtual
getRotationSkewX() const Nodevirtual
getRotationSkewY() const Nodevirtual
getScale() const Nodevirtual
getScaleX() const Nodevirtual
getScaleY() const Nodevirtual
getScaleZ() const Nodevirtual
getScene() const Nodevirtual
getScheduler()Nodeinlinevirtual
getSkewX() const Nodevirtual
getSkewY() const Nodevirtual
getSpace() const PhysicsDebugNode
getTag() const Nodevirtual
getUserData()Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getWorldToNodeTransform() const Nodevirtual
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
INVALID_TAGNodestatic
isCascadeColorEnabled() const Nodevirtual
isCascadeOpacityEnabled() const Nodevirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isOpacityModifyRGB() const Nodeinlinevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isScheduled(const std::string &key)Node
isVisible() const Nodevirtual
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
parentToNodeTransform() const Nodeinlinevirtual
pause(void)Nodevirtual
pauseSchedulerAndActions()Node
release()Ref
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup)Nodevirtual
removeAllComponents()Nodevirtual
removeChild(Node *child, bool cleanup=true)Nodevirtual
removeChildByName(const std::string &name, bool cleanup=true)Nodevirtual
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const std::string &name)Nodevirtual
removeComponent(Component *component)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
removeFromPhysicsWorld()Node
reorderChild(Node *child, int localZOrder)Nodevirtual
resume(void)Nodevirtual
resumeSchedulerAndActions()Node
retain()Ref
runAction(Action *action)Nodevirtual
schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)Node
schedule(SEL_SCHEDULE selector, float interval)Node
schedule(SEL_SCHEDULE selector)Node
schedule(const std::function< void(float)> &callback, const std::string &key)Node
schedule(const std::function< void(float)> &callback, float interval, const std::string &key)Node
schedule(const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)Node
scheduleOnce(SEL_SCHEDULE selector, float delay)Node
scheduleOnce(const std::function< void(float)> &callback, float delay, const std::string &key)Node
scheduleUpdate(void)Node
scheduleUpdateWithPriority(int priority)Node
scheduleUpdateWithPriorityLua(int handler, int priority)Node
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(Mat4 *additionalTransform)Node
setAnchorPoint(const Vec2 &anchorPoint)Nodevirtual
setBlendFunc(const BlendFunc &blendFunc)DrawNode
setCameraMask(unsigned short mask, bool applyChildren=true)Nodevirtual
setCascadeColorEnabled(bool cascadeColorEnabled)Nodevirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled)Nodevirtual
setColor(const Color3B &color)Nodevirtual
setContentSize(const Size &contentSize)Nodevirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setGlobalZOrder(float globalZOrder)Nodevirtual
setGLProgram(GLProgram *glprogram)Nodevirtual
setGLProgramState(GLProgramState *glProgramState)Nodevirtual
setGLServerState(int serverState)Nodeinline
setLocalZOrder(int localZOrder)Nodevirtual
setName(const std::string &name)Nodevirtual
setNodeToParentTransform(const Mat4 &transform)Nodevirtual
setNormalizedPosition(const Vec2 &position)Nodevirtual
setOnEnterCallback(const std::function< void()> &callback)Nodeinline
setonEnterTransitionDidFinishCallback(const std::function< void()> &callback)Nodeinline
setOnExitCallback(const std::function< void()> &callback)Nodeinline
setonExitTransitionDidStartCallback(const std::function< void()> &callback)Nodeinline
setOpacity(GLubyte opacity)Nodevirtual
setOpacityModifyRGB(bool value)Nodeinlinevirtual
setOrderOfArrival(int orderOfArrival)Node
setParent(Node *parent)Nodevirtual
setPhysicsBody(PhysicsBody *body)Node
setPosition(const Vec2 &position)Nodevirtual
setPosition(float x, float y)Nodevirtual
setPosition3D(const Vec3 &position)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setPositionZ(float positionZ)Nodevirtual
setRotation(float rotation)Nodevirtual
setRotation3D(const Vec3 &rotation)Nodevirtual
setRotationQuat(const Quaternion &quat)Nodevirtual
setRotationSkewX(float rotationX)Nodevirtual
setRotationSkewY(float rotationY)Nodevirtual
setScale(float scale)Nodevirtual
setScale(float scaleX, float scaleY)Nodevirtual
setScaleX(float scaleX)Nodevirtual
setScaleY(float scaleY)Nodevirtual
setScaleZ(float scaleZ)Nodevirtual
setScheduler(Scheduler *scheduler)Nodevirtual
setSkewX(float skewX)Nodevirtual
setSkewY(float skewY)Nodevirtual
setSpace(cpSpace *space)PhysicsDebugNode
setTag(int tag)Nodevirtual
setUserData(void *userData)Nodevirtual
setUserObject(Ref *userObject)Nodevirtual
setVisible(bool visible)Nodevirtual
sortAllChildren()Nodevirtual
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopActionsByFlags(unsigned int flags)Node
stopAllActions()Node
stopAllActionsByTag(int tag)Node
unschedule(SEL_SCHEDULE selector)Node
unschedule(const std::string &key)Node
unscheduleAllCallbacks()Node
update(float delta)Nodevirtual
updateDisplayedColor(const Color3B &parentColor)Nodevirtual
updateDisplayedOpacity(GLubyte parentOpacity)Nodevirtual
updatePhysicsBodyTransform(const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)Nodevirtual
updateTransform()Nodevirtual
updateTransformFromPhysics(const Mat4 &parentTransform, uint32_t parentFlags)Node
visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)Nodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~Ref()Refvirtual