b2Body Member List
This is the complete list of members for b2Body, including all inherited members.
Advance(float32 t)b2Body [inline, private]
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]
b2Body(const b2BodyDef *bd, b2World *world)b2Body [private]
b2Contact classb2Body [friend]
b2ContactManager classb2Body [friend]
b2ContactSolver classb2Body [friend]
b2DistanceJoint classb2Body [friend]
b2FrictionJoint classb2Body [friend]
b2GearJoint classb2Body [friend]
b2Island classb2Body [friend]
b2MotorJoint classb2Body [friend]
b2MouseJoint classb2Body [friend]
b2PrismaticJoint classb2Body [friend]
b2PulleyJoint classb2Body [friend]
b2RevoluteJoint classb2Body [friend]
b2RopeJoint classb2Body [friend]
b2WeldJoint classb2Body [friend]
b2WheelJoint classb2Body [friend]
b2World classb2Body [friend]
CreateFixture(const b2FixtureDef *def)b2Body
CreateFixture(const b2Shape *shape, float32 density)b2Body
DestroyFixture(b2Fixture *fixture)b2Body
Dump()b2Body
e_activeFlag enum valueb2Body [private]
e_autoSleepFlag enum valueb2Body [private]
e_awakeFlag enum valueb2Body [private]
e_bulletFlag enum valueb2Body [private]
e_fixedRotationFlag enum valueb2Body [private]
e_islandFlag enum valueb2Body [private]
e_toiFlag enum valueb2Body [private]
GetAngle() const b2Body [inline]
GetAngularDamping() const b2Body [inline]
GetAngularVelocity() const b2Body [inline]
GetContactList()b2Body [inline]
GetContactList() const b2Body [inline]
GetFixtureList()b2Body [inline]
GetFixtureList() const b2Body [inline]
GetGravityScale() const b2Body [inline]
GetInertia() const b2Body [inline]
GetJointList()b2Body [inline]
GetJointList() const 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 b2Body [inline]
GetPosition() const b2Body [inline]
GetTransform() const b2Body [inline]
GetType() const b2Body [inline]
GetUserData() const b2Body [inline]
GetWorld()b2Body [inline]
GetWorld() const 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]
m_angularDampingb2Body [private]
m_angularVelocityb2Body [private]
m_contactListb2Body [private]
m_fixtureCountb2Body [private]
m_fixtureListb2Body [private]
m_flagsb2Body [private]
m_forceb2Body [private]
m_gravityScaleb2Body [private]
m_Ib2Body [private]
m_invIb2Body [private]
m_invMassb2Body [private]
m_islandIndexb2Body [private]
m_jointListb2Body [private]
m_linearDampingb2Body [private]
m_linearVelocityb2Body [private]
m_massb2Body [private]
m_nextb2Body [private]
m_prevb2Body [private]
m_sleepTimeb2Body [private]
m_sweepb2Body [private]
m_torqueb2Body [private]
m_typeb2Body [private]
m_userDatab2Body [private]
m_worldb2Body [private]
m_xfb2Body [private]
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]
ShouldCollide(const b2Body *other) const b2Body [private]
SynchronizeFixtures()b2Body [private]
SynchronizeTransform()b2Body [inline, private]
~b2Body()b2Body [private]


mvsim
Author(s):
autogenerated on Thu Jun 6 2019 22:08:35