Box2D: Member List

| Box2D 2.4.1 A 2D physics engine for games

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b2Body Member List

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

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