158                 int32 proxyCount = 
f->m_proxyCount;
   159                 for (
int32 i = 0; i < proxyCount; ++i)
   178         fixture->
Create(allocator, 
this, def);
   228         while (*node != NULL)
   230                 if (*node == fixture)
   253                 if (fixture == fixtureA || fixture == fixtureB)
   272         fixture->~b2Fixture();
   305                 if (
f->m_density == 0.0f)
   311                 f->GetMassData(&massData);
   313                 localCenter += massData.
mass * massData.
center;
   405                 if (jn->other == other)
   407                         if (jn->joint->m_collideConnected == 
false)
   450                 f->Synchronize(broadPhase, xf1, 
m_xf);
   471                         f->CreateProxies(broadPhase, 
m_xf);
   484                         f->DestroyProxies(broadPhase);
   526         b2Log(
"  b2BodyDef bd;\n");
 
float32 b2Dot(const b2Vec2 &a, const b2Vec2 &b)
Perform the dot product on two vectors. 
const b2Vec2 b2Vec2_zero(0.0f, 0.0f)
Useful constant. 
b2Vec2 b2Mul(const b2Mat22 &A, const b2Vec2 &v)
void SynchronizeFixtures()
float32 angularVelocity
The angular velocity of the body. 
bool fixedRotation
Should this body be prevented from rotating? Useful for characters. 
b2Fixture * CreateFixture(const b2FixtureDef *def)
void b2Log(const char *string,...)
Logging function. 
void Create(b2BlockAllocator *allocator, b2Body *body, const b2FixtureDef *def)
b2ContactManager m_contactManager
void SetType(b2BodyType type)
Set the type of this body. This may alter the mass and velocity. 
float32 I
The rotational inertia of the shape about the local origin. 
b2ContactEdge * m_contactList
void Free(void *p, int32 size)
Free memory. This will use b2Free if the size is larger than b2_maxBlockSize. 
b2Vec2 center
The position of the shape's centroid relative to the shape's origin. 
void SetZero()
Set this vector to all zeros. 
void SetTransform(const b2Vec2 &position, float32 angle)
b2Vec2 c
center world positions 
void SetFixedRotation(bool flag)
bool IsValid() const 
Does this vector contain finite coordinates? 
b2Vec2 localCenter
local center of mass position 
float32 b2Cross(const b2Vec2 &a, const b2Vec2 &b)
Perform the cross product on two vectors. In 2D this produces a scalar. 
b2Body(const b2BodyDef *bd, b2World *world)
b2Vec2 linearVelocity
The linear velocity of the body's origin in world co-ordinates. 
b2JointEdge * m_jointList
float32 angle
The world angle of the body in radians. 
bool active
Does this body start out active? 
A rigid body. These are created via b2World::CreateBody. 
float32 mass
The mass of the shape, usually in kilograms. 
void * Allocate(int32 size)
Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize. 
void DestroyFixture(b2Fixture *fixture)
bool b2IsValid(float32 x)
This function is used to ensure that a floating point number is not a NaN or infinity. 
float32 gravityScale
Scale the gravity applied to this body. 
void Destroy(b2BlockAllocator *allocator)
void SetActive(bool flag)
bool awake
Is this body initially awake or sleeping? 
float32 density
The density, usually in kg/m^2. 
void SetMassData(const b2MassData *data)
bool IsActive() const 
Get the active state of the body. 
void Dump()
Dump this body to a log file. 
void Set(float32 angle)
Set using an angle in radians. 
void TouchProxy(int32 proxyId)
Call to trigger a re-processing of it's pairs on the next call to UpdatePairs. 
void DestroyProxies(b2BroadPhase *broadPhase)
void CreateProxies(b2BroadPhase *broadPhase, const b2Transform &xf)
float32 m_angularVelocity
b2BlockAllocator m_blockAllocator
bool ShouldCollide(const b2Body *other) const 
This holds the mass data computed for a shape. 
b2JointEdge * next
the next joint edge in the body's joint list 
void * userData
Use this to store application specific body data. 
b2Fixture * m_fixtureList
bool IsLocked() const 
Is the world locked (in the middle of a time step).