Box2D  2.3.0
A 2D Physics Engine for Games
b2Body Member List

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

ApplyAngularImpulse(float32 impulse, bool wake)b2Bodyinline
ApplyForce(const b2Vec2 &force, const b2Vec2 &point, bool wake)b2Bodyinline
ApplyForceToCenter(const b2Vec2 &force, bool wake)b2Bodyinline
ApplyLinearImpulse(const b2Vec2 &impulse, const b2Vec2 &point, bool wake)b2Bodyinline
ApplyTorque(float32 torque, bool wake)b2Bodyinline
b2Contact (defined in b2Body)b2Bodyfriend
b2ContactManager (defined in b2Body)b2Bodyfriend
b2DistanceJoint (defined in b2Body)b2Bodyfriend
b2FrictionJoint (defined in b2Body)b2Bodyfriend
b2GearJoint (defined in b2Body)b2Bodyfriend
b2MotorJoint (defined in b2Body)b2Bodyfriend
b2MouseJoint (defined in b2Body)b2Bodyfriend
b2PrismaticJoint (defined in b2Body)b2Bodyfriend
b2PulleyJoint (defined in b2Body)b2Bodyfriend
b2RevoluteJoint (defined in b2Body)b2Bodyfriend
b2RopeJoint (defined in b2Body)b2Bodyfriend
b2WeldJoint (defined in b2Body)b2Bodyfriend
b2WheelJoint (defined in b2Body)b2Bodyfriend
b2World (defined in b2Body)b2Bodyfriend
CreateFixture(const b2FixtureDef *def)b2Body
CreateFixture(const b2Shape *shape, float32 density)b2Body
DestroyFixture(b2Fixture *fixture)b2Body
Dump()b2Body
GetAngle() const b2Bodyinline
GetAngularDamping() const b2Bodyinline
GetAngularVelocity() const b2Bodyinline
GetContactList()b2Bodyinline
GetContactList() const (defined in b2Body)b2Bodyinline
GetFixtureList()b2Bodyinline
GetFixtureList() const (defined in b2Body)b2Bodyinline
GetGravityScale() const b2Bodyinline
GetInertia() const b2Bodyinline
GetJointList()b2Bodyinline
GetJointList() const (defined in b2Body)b2Bodyinline
GetLinearDamping() const b2Bodyinline
GetLinearVelocity() const b2Bodyinline
GetLinearVelocityFromLocalPoint(const b2Vec2 &localPoint) const b2Bodyinline
GetLinearVelocityFromWorldPoint(const b2Vec2 &worldPoint) const b2Bodyinline
GetLocalCenter() const b2Bodyinline
GetLocalPoint(const b2Vec2 &worldPoint) const b2Bodyinline
GetLocalVector(const b2Vec2 &worldVector) const b2Bodyinline
GetMass() const b2Bodyinline
GetMassData(b2MassData *data) const b2Bodyinline
GetNext()b2Bodyinline
GetNext() const (defined in b2Body)b2Bodyinline
GetPosition() const b2Bodyinline
GetTransform() const b2Bodyinline
GetType() const b2Bodyinline
GetUserData() const b2Bodyinline
GetWorld()b2Bodyinline
GetWorld() const (defined in b2Body)b2Bodyinline
GetWorldCenter() const b2Bodyinline
GetWorldPoint(const b2Vec2 &localPoint) const b2Bodyinline
GetWorldVector(const b2Vec2 &localVector) const b2Bodyinline
IsActive() const b2Bodyinline
IsAwake() const b2Bodyinline
IsBullet() const b2Bodyinline
IsFixedRotation() const b2Bodyinline
IsSleepingAllowed() const b2Bodyinline
ResetMassData()b2Body
SetActive(bool flag)b2Body
SetAngularDamping(float32 angularDamping)b2Bodyinline
SetAngularVelocity(float32 omega)b2Bodyinline
SetAwake(bool flag)b2Bodyinline
SetBullet(bool flag)b2Bodyinline
SetFixedRotation(bool flag)b2Body
SetGravityScale(float32 scale)b2Bodyinline
SetLinearDamping(float32 linearDamping)b2Bodyinline
SetLinearVelocity(const b2Vec2 &v)b2Bodyinline
SetMassData(const b2MassData *data)b2Body
SetSleepingAllowed(bool flag)b2Bodyinline
SetTransform(const b2Vec2 &position, float32 angle)b2Body
SetType(b2BodyType type)b2Body
SetUserData(void *data)b2Bodyinline