adds light to specified rayhandler concode_field_sep boolean soft concode_elem_sep Filter globalFilterA concode_elem_sep float distance concode_elem_sep RayCastCallback ray concode_elem_sep boolean ignoreBody concode_elem_sep RayHandler rayHandler concode_elem_sep int m_index concode_elem_sep boolean xray concode_elem_sep Color color concode_elem_sep int MIN_RAYS concode_elem_sep Color DefaultColor concode_elem_sep boolean dirty concode_elem_sep float direction concode_elem_sep float zeroColorBits concode_elem_sep float softShadowLength concode_elem_sep int vertexNum concode_elem_sep Mesh softShadowMesh concode_elem_sep float[] f concode_elem_sep Vector2 tmpPosition concode_elem_sep int rayNum concode_elem_sep float[] mx concode_elem_sep boolean culled concode_elem_sep float[] my concode_elem_sep Filter filterA concode_elem_sep boolean active concode_elem_sep Mesh lightMesh concode_elem_sep boolean staticLight concode_elem_sep float segments[] concode_elem_sep float colorF concode_field_sep void setContactFilter concode_elem_sep void setContactFilter concode_elem_sep float getDirection concode_elem_sep void update concode_elem_sep boolean isActive concode_elem_sep float getSoftShadowLength concode_elem_sep void setPosition concode_elem_sep void setPosition concode_elem_sep void remove concode_elem_sep void remove concode_elem_sep boolean isStaticLight concode_elem_sep boolean getIgnoreAttachedBody concode_elem_sep boolean isXray concode_elem_sep void setIgnoreAttachedBody concode_elem_sep void setDirection concode_elem_sep boolean isSoft concode_elem_sep int getRayNum concode_elem_sep void render concode_elem_sep void setRayNum concode_elem_sep float getDistance concode_elem_sep Body getBody concode_elem_sep void setXray concode_elem_sep Color getColor concode_elem_sep float getX concode_elem_sep void setStaticLight concode_elem_sep boolean contains concode_elem_sep void setDistance concode_elem_sep float getY concode_elem_sep Vector2 getPosition concode_elem_sep void setColor concode_elem_sep void setColor concode_elem_sep void setActive concode_elem_sep void setGlobalContactFilter concode_elem_sep void setGlobalContactFilter concode_elem_sep void setSoftnessLength concode_elem_sep void attachToBody concode_elem_sep boolean contactFilter concode_elem_sep void dispose concode_elem_sep void setSoft concode_elem_sep float reportRayFixture concode_elem_sep boolean globalContactFilter
void function ( RayHandler arg0 ) { this . rayHandler = arg0 ; if ( active ) { arg0 . lightList . add ( this ) ; } else { arg0 . disabledLights . add ( this ) ; } }