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Box2D 2.4.1
A 2D physics engine for games
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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 |
| b2RopeJoint (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(b2MassData *data) 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 |
| 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 | |
| SetUserData(void *data) | b2Body |