ApplyAngularImpulse(float32 impulse) | b2Body | [inline] |
ApplyForce(const b2Vec2 &force, const b2Vec2 &point) | b2Body | [inline] |
ApplyLinearImpulse(const b2Vec2 &impulse, const b2Vec2 &point) | b2Body | [inline] |
ApplyTorque(float32 torque) | b2Body | [inline] |
b2ContactManager class | b2Body | [friend] |
b2ContactSolver class | b2Body | [friend] |
b2DistanceJoint class | b2Body | [friend] |
b2FrictionJoint class | b2Body | [friend] |
b2GearJoint class | b2Body | [friend] |
b2Island class | b2Body | [friend] |
b2LineJoint class | b2Body | [friend] |
b2MouseJoint class | b2Body | [friend] |
b2PrismaticJoint class | b2Body | [friend] |
b2PulleyJoint class | b2Body | [friend] |
b2RevoluteJoint class | b2Body | [friend] |
b2TOISolver class | b2Body | [friend] |
b2WeldJoint class | b2Body | [friend] |
b2World class | b2Body | [friend] |
CreateFixture(const b2FixtureDef *def) | b2Body | |
CreateFixture(const b2Shape *shape, float32 density) | b2Body | |
DestroyFixture(b2Fixture *fixture) | b2Body | |
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] |
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] |
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 | [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] |