addComponent(Component *component) | ln::WorldObject | |
addInto(World *world=nullptr) | ln::WorldObject | |
addTag(const StringRef &tag) | ln::WorldObject | inline |
centerPoint() const | ln::WorldObject | inline |
create() | ln::DirectionalLight | static |
create(const Color &color) | ln::DirectionalLight | static |
destroy() | ln::WorldObject | |
destroyed() const | ln::WorldObject | inline |
findComponentByType(const TypeInfo *type) const | ln::WorldObject | |
getColor() const | ln::DirectionalLight | inline |
getDirectionalLightComponent() const | ln::DirectionalLight | |
getIntensity() const | ln::DirectionalLight | inline |
hasTag(const StringRef &tag) const | ln::WorldObject | inline |
init() | ln::DirectionalLight | protected |
init(const Color &color) | ln::DirectionalLight | protected |
isEnabled() const | ln::DirectionalLight | inline |
lookAt(const Vector3 &target) | ln::WorldObject | inline |
lookAt(float x, float y, float z) | ln::WorldObject | inline |
lookAt(const Vector3 &target, const Vector3 &up) | ln::WorldObject | |
lookAt(float x, float y, float z, const Vector3 &up) | ln::WorldObject | inline |
onPreUpdate() | ln::WorldObject | protectedvirtual |
onUpdate(float elapsedSeconds) | ln::WorldObject | protectedvirtual |
position() const | ln::WorldObject | inline |
removeComponent(Component *component) | ln::WorldObject | |
removeFromParent() | ln::WorldObject | |
removeTag(const StringRef &tag) | ln::WorldObject | inline |
rotation() const | ln::WorldObject | inline |
scale() const | ln::WorldObject | inline |
setCenterPoint(const Vector3 &value) | ln::WorldObject | inline |
setCenterPoint(float x, float y, float z=0.0f) | ln::WorldObject | inline |
setColor(const Color &color) | ln::DirectionalLight | inline |
setEnabled(bool enabled) | ln::DirectionalLight | inline |
setIntensity(float intensity) | ln::DirectionalLight | inline |
setPosition(const Vector3 &pos) | ln::WorldObject | inline |
setPosition(float x, float y, float z=0.0f) | ln::WorldObject | inline |
setRotation(const Quaternion &rot) | ln::WorldObject | inline |
setRotation(float x, float y, float z) | ln::WorldObject | inline |
setScale(const Vector3 &scale) | ln::WorldObject | inline |
setScale(float xyz) | ln::WorldObject | inline |
setScale(float x, float y, float z=1.0f) | ln::WorldObject | inline |
setShadowEffectiveDepth(float value) | ln::DirectionalLight | inline |
setShadowEffectiveDistance(float value) | ln::DirectionalLight | inline |
shadowEffectiveDepth() const | ln::DirectionalLight | inline |
shadowEffectiveDistance() const | ln::DirectionalLight | inline |