Box2D 2.4.1
A 2D physics engine for games
b2Body Member List

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

ApplyAngularImpulse(float 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
ApplyLinearImpulseToCenter(const b2Vec2 &impulse, bool wake)b2Bodyinline
ApplyTorque(float torque, bool wake)b2Bodyinline
b2Contact (defined in b2Body)b2Bodyfriend
b2ContactManager (defined in b2Body)b2Bodyfriend
b2ContactSolver (defined in b2Body)b2Bodyfriend
b2DistanceJoint (defined in b2Body)b2Bodyfriend
b2FrictionJoint (defined in b2Body)b2Bodyfriend
b2GearJoint (defined in b2Body)b2Bodyfriend
b2Island (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, float density)b2Body
DestroyFixture(b2Fixture *fixture)b2Body
Dump()b2Body
GetAngle() constb2Bodyinline
GetAngularDamping() constb2Bodyinline
GetAngularVelocity() constb2Bodyinline
GetContactList()b2Bodyinline
GetContactList() const (defined in b2Body)b2Bodyinline
GetFixtureList()b2Bodyinline
GetFixtureList() const (defined in b2Body)b2Bodyinline
GetGravityScale() constb2Bodyinline
GetInertia() constb2Bodyinline
GetJointList()b2Bodyinline
GetJointList() const (defined in b2Body)b2Bodyinline
GetLinearDamping() constb2Bodyinline
GetLinearVelocity() constb2Bodyinline
GetLinearVelocityFromLocalPoint(const b2Vec2 &localPoint) constb2Bodyinline
GetLinearVelocityFromWorldPoint(const b2Vec2 &worldPoint) constb2Bodyinline
GetLocalCenter() constb2Bodyinline
GetLocalPoint(const b2Vec2 &worldPoint) constb2Bodyinline
GetLocalVector(const b2Vec2 &worldVector) constb2Bodyinline
GetMass() constb2Bodyinline
GetMassData(b2MassData *data) constb2Bodyinline
GetNext()b2Bodyinline
GetNext() const (defined in b2Body)b2Bodyinline
GetPosition() constb2Bodyinline
GetTransform() constb2Bodyinline
GetType() constb2Bodyinline
GetUserData()b2Bodyinline
GetWorld()b2Bodyinline
GetWorld() const (defined in b2Body)b2Bodyinline
GetWorldCenter() constb2Bodyinline
GetWorldPoint(const b2Vec2 &localPoint) constb2Bodyinline
GetWorldVector(const b2Vec2 &localVector) constb2Bodyinline
IsAwake() constb2Bodyinline
IsBullet() constb2Bodyinline
IsEnabled() constb2Bodyinline
IsFixedRotation() constb2Bodyinline
IsSleepingAllowed() constb2Bodyinline
ResetMassData()b2Body
SetAngularDamping(float angularDamping)b2Bodyinline
SetAngularVelocity(float omega)b2Bodyinline
SetAwake(bool flag)b2Bodyinline
SetBullet(bool flag)b2Bodyinline
SetEnabled(bool flag)b2Body
SetFixedRotation(bool flag)b2Body
SetGravityScale(float scale)b2Bodyinline
SetLinearDamping(float linearDamping)b2Bodyinline
SetLinearVelocity(const b2Vec2 &v)b2Bodyinline
SetMassData(const b2MassData *data)b2Body
SetSleepingAllowed(bool flag)b2Bodyinline
SetTransform(const b2Vec2 &position, float angle)b2Body
SetType(b2BodyType type)b2Body
SetUserData(void *data)b2Body