Box2D 2.3.0 A 2D Physics Engine for Games

- Main Page
- Classes
- Files

- Class List
- Class Index
- Class Hierarchy
- Class Members

All Classes Files Functions Variables Enumerations Enumerator Macros Pages
b2Body Member List

This is the complete list of members for b2Body, including all inherited members.

ApplyAngularImpulse(float32 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
ApplyTorque(float32 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, float32 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() const | 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
IsActive() const | b2Body | inline
IsAwake() const | b2Body | inline
IsBullet() const | b2Body | inline
IsFixedRotation() const | b2Body | inline
IsSleepingAllowed() const | b2Body | inline
ResetMassData() | b2Body |
SetActive(bool flag) | b2Body |
SetAngularDamping(float32 angularDamping) | b2Body | inline
SetAngularVelocity(float32 omega) | b2Body | inline
SetAwake(bool flag) | b2Body | inline
SetBullet(bool flag) | b2Body | inline
SetFixedRotation(bool flag) | b2Body |
SetGravityScale(float32 scale) | b2Body | inline
SetLinearDamping(float32 linearDamping) | b2Body | inline
SetLinearVelocity(const b2Vec2 &v) | b2Body | inline
SetMassData(const b2MassData *data) | b2Body |
SetSleepingAllowed(bool flag) | b2Body | inline
SetTransform(const b2Vec2 &position, float32 angle) | b2Body |
SetType(b2BodyType type) | b2Body |
SetUserData(void *data) | b2Body | inline