Box2D 2.4.1
A 2D physics engine for games
|
This is the complete list of members for b2Body, including all inherited members.
ApplyAngularImpulse(float impulse, bool wake) | b2Body | inline |
ApplyForce(const b2Vec2 &force, const b2Vec2 &point, bool wake) | b2Body | inline |
ApplyForceToCenter(const b2Vec2 &force, bool wake) | b2Body | inline |
ApplyLinearImpulse(const b2Vec2 &impulse, const b2Vec2 &point, bool wake) | b2Body | inline |
ApplyLinearImpulseToCenter(const b2Vec2 &impulse, bool wake) | b2Body | inline |
ApplyTorque(float torque, bool wake) | b2Body | inline |
b2Contact (defined in b2Body) | b2Body | friend |
b2ContactManager (defined in b2Body) | b2Body | friend |
b2ContactSolver (defined in b2Body) | b2Body | friend |
b2DistanceJoint (defined in b2Body) | b2Body | friend |
b2FrictionJoint (defined in b2Body) | b2Body | friend |
b2GearJoint (defined in b2Body) | b2Body | friend |
b2Island (defined in b2Body) | b2Body | friend |
b2MotorJoint (defined in b2Body) | b2Body | friend |
b2MouseJoint (defined in b2Body) | b2Body | friend |
b2PrismaticJoint (defined in b2Body) | b2Body | friend |
b2PulleyJoint (defined in b2Body) | b2Body | friend |
b2RevoluteJoint (defined in b2Body) | b2Body | friend |
b2WeldJoint (defined in b2Body) | b2Body | friend |
b2WheelJoint (defined in b2Body) | b2Body | friend |
b2World (defined in b2Body) | b2Body | friend |
CreateFixture(const b2FixtureDef *def) | b2Body | |
CreateFixture(const b2Shape *shape, float density) | b2Body | |
DestroyFixture(b2Fixture *fixture) | b2Body | |
Dump() | b2Body | |
GetAngle() const | b2Body | inline |
GetAngularDamping() const | b2Body | inline |
GetAngularVelocity() const | b2Body | inline |
GetContactList() | b2Body | inline |
GetContactList() const (defined in b2Body) | b2Body | inline |
GetFixtureList() | b2Body | inline |
GetFixtureList() const (defined in b2Body) | b2Body | inline |
GetGravityScale() const | b2Body | inline |
GetInertia() const | b2Body | inline |
GetJointList() | b2Body | inline |
GetJointList() const (defined in b2Body) | b2Body | inline |
GetLinearDamping() const | b2Body | inline |
GetLinearVelocity() const | b2Body | inline |
GetLinearVelocityFromLocalPoint(const b2Vec2 &localPoint) const | b2Body | inline |
GetLinearVelocityFromWorldPoint(const b2Vec2 &worldPoint) const | b2Body | inline |
GetLocalCenter() const | b2Body | inline |
GetLocalPoint(const b2Vec2 &worldPoint) const | b2Body | inline |
GetLocalVector(const b2Vec2 &worldVector) const | b2Body | inline |
GetMass() const | b2Body | inline |
GetMassData() const | b2Body | inline |
GetNext() | b2Body | inline |
GetNext() const (defined in b2Body) | b2Body | inline |
GetPosition() const | b2Body | inline |
GetTransform() const | b2Body | inline |
GetType() const | b2Body | inline |
GetUserData() | b2Body | inline |
GetUserData() const (defined in b2Body) | b2Body | inline |
GetWorld() | b2Body | inline |
GetWorld() const (defined in b2Body) | b2Body | inline |
GetWorldCenter() const | b2Body | inline |
GetWorldPoint(const b2Vec2 &localPoint) const | b2Body | inline |
GetWorldVector(const b2Vec2 &localVector) const | b2Body | inline |
IsAwake() const | b2Body | inline |
IsBullet() const | b2Body | inline |
IsEnabled() const | b2Body | inline |
IsFixedRotation() const | b2Body | inline |
IsSleepingAllowed() const | b2Body | inline |
ResetMassData() | b2Body | |
SetAngularDamping(float angularDamping) | b2Body | inline |
SetAngularVelocity(float omega) | b2Body | inline |
SetAwake(bool flag) | b2Body | inline |
SetBullet(bool flag) | b2Body | inline |
SetEnabled(bool flag) | b2Body | |
SetFixedRotation(bool flag) | b2Body | |
SetGravityScale(float scale) | b2Body | inline |
SetLinearDamping(float linearDamping) | b2Body | inline |
SetLinearVelocity(const b2Vec2 &v) | b2Body | inline |
SetMassData(const b2MassData *data) | b2Body | |
SetSleepingAllowed(bool flag) | b2Body | inline |
SetTransform(const b2Vec2 &position, float angle) | b2Body | |
SetType(b2BodyType type) | b2Body |