cocos2d-x  3.4
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PhysicsBody Member List

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

_angularDampingPhysicsBodyprotected
_areaPhysicsBodyprotected
_cpBodyPhysicsBodyprotected
_densityPhysicsBodyprotected
_dynamicPhysicsBodyprotected
_enabledPhysicsBodyprotected
_gravityEnabledPhysicsBodyprotected
_isDampingPhysicsBodyprotected
_jointsPhysicsBodyprotected
_latestPositionPhysicsBodyprotected
_linearDampingPhysicsBodyprotected
_massPhysicsBodyprotected
_massDefaultPhysicsBodyprotected
_momentPhysicsBodyprotected
_momentDefaultPhysicsBodyprotected
_nodePhysicsBodyprotected
_positionInitDirtyPhysicsBodyprotected
_positionOffsetPhysicsBodyprotected
_recordedAnglePhysicsBodyprotected
_recordedPositionPhysicsBodyprotected
_recordedRotationPhysicsBodyprotected
_referenceCountRefprotected
_rotationEnabledPhysicsBodyprotected
_rotationOffsetPhysicsBodyprotected
_shapesPhysicsBodyprotected
_tagPhysicsBodyprotected
_worldPhysicsBodyprotected
addMass(float mass)PhysicsBody
addMoment(float moment)PhysicsBody
addShape(PhysicsShape *shape, bool addMassAndMoment=true)PhysicsBodyvirtual
applyForce(const Vect &force)PhysicsBodyvirtual
applyForce(const Vect &force, const Vec2 &offset)PhysicsBodyvirtual
applyImpulse(const Vect &impulse)PhysicsBodyvirtual
applyImpulse(const Vect &impulse, const Vec2 &offset)PhysicsBodyvirtual
applyTorque(float torque)PhysicsBodyvirtual
autorelease()Ref
create()PhysicsBodystatic
create(float mass)PhysicsBodystatic
create(float mass, float moment)PhysicsBodystatic
createBox(const Size &size, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Vec2 &offset=Vec2::ZERO)PhysicsBodystatic
createCircle(float radius, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Vec2 &offset=Vec2::ZERO)PhysicsBodystatic
createEdgeBox(const Size &size, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1, const Vec2 &offset=Vec2::ZERO)PhysicsBodystatic
createEdgeChain(const Vec2 *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1)PhysicsBodystatic
createEdgePolygon(const Vec2 *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1)PhysicsBodystatic
createEdgeSegment(const Vec2 &a, const Vec2 &b, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1)PhysicsBodystatic
createPolygon(const Vec2 *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Vec2 &offset=Vec2::ZERO)PhysicsBodystatic
getAngularDamping() const PhysicsBodyinline
getAngularVelocity()PhysicsBodyvirtual
getAngularVelocityLimit()PhysicsBodyvirtual
getCategoryBitmask() const PhysicsBody
getCollisionBitmask() const PhysicsBody
getContactTestBitmask() const PhysicsBody
getCPBody()PhysicsBodyinline
getFirstShape() const PhysicsBodyinline
getGroup() const PhysicsBody
getJoints() const PhysicsBodyinline
getLinearDamping() const PhysicsBodyinline
getMass() const PhysicsBodyinline
getMoment() const PhysicsBodyinline
getNode() const PhysicsBodyinline
getPosition()PhysicsBody
getPositionOffset() const PhysicsBodyinline
getReferenceCount() const Ref
getRotation()PhysicsBody
getRotationOffset() const PhysicsBodyinline
getShape(int tag) const PhysicsBody
getShapes() const PhysicsBodyinline
getTag() const PhysicsBodyinline
getVelocity()PhysicsBodyvirtual
getVelocityAtLocalPoint(const Vec2 &point)PhysicsBodyvirtual
getVelocityAtWorldPoint(const Vec2 &point)PhysicsBodyvirtual
getVelocityLimit()PhysicsBodyvirtual
getWorld() const PhysicsBodyinline
init()PhysicsBodyprotected
isDynamic() const PhysicsBodyinline
isEnabled() const PhysicsBodyinline
isGravityEnabled() const PhysicsBodyinline
isResting() const PhysicsBody
isRotationEnabled() const PhysicsBodyinline
Layer classPhysicsBodyfriend
local2World(const Vec2 &point)PhysicsBody
Node classPhysicsBodyfriend
PhysicsBody()PhysicsBodyprotected
PhysicsJoint classPhysicsBodyfriend
PhysicsShape classPhysicsBodyfriend
PhysicsWorld classPhysicsBodyfriend
ProtectedNode classPhysicsBodyfriend
Ref()Refprotected
release()Ref
removeAllShapes(bool reduceMassAndMoment=true)PhysicsBody
removeFromWorld()PhysicsBody
removeJoint(PhysicsJoint *joint)PhysicsBodyprotected
removeShape(PhysicsShape *shape, bool reduceMassAndMoment=true)PhysicsBody
removeShape(int tag, bool reduceMassAndMoment=true)PhysicsBody
resetForces()PhysicsBodyvirtual
retain()Ref
setAngularDamping(float damping)PhysicsBodyinline
setAngularVelocity(float velocity)PhysicsBodyvirtual
setAngularVelocityLimit(float limit)PhysicsBodyvirtual
setCategoryBitmask(int bitmask)PhysicsBody
setCollisionBitmask(int bitmask)PhysicsBody
setContactTestBitmask(int bitmask)PhysicsBody
setDynamic(bool dynamic)PhysicsBody
setEnable(bool enable)PhysicsBody
setGravityEnable(bool enable)PhysicsBody
setGroup(int group)PhysicsBody
setLinearDamping(float damping)PhysicsBodyinline
setMass(float mass)PhysicsBody
setMoment(float moment)PhysicsBody
setPosition(const Vec2 &position)PhysicsBodyprotectedvirtual
setPositionOffset(const Vec2 &position)PhysicsBody
setResting(bool rest) const PhysicsBody
setRotation(float rotation)PhysicsBodyprotectedvirtual
setRotationEnable(bool enable)PhysicsBody
setRotationOffset(float rotation)PhysicsBody
setScale(float scaleX, float scaleY)PhysicsBodyprotectedvirtual
setTag(int tag)PhysicsBodyinline
setVelocity(const Vect &velocity)PhysicsBodyvirtual
setVelocityLimit(float limit)PhysicsBodyvirtual
update(float delta)PhysicsBodyprotected
updateDamping()PhysicsBodyinlineprotected
world2Local(const Vec2 &point)PhysicsBody
~PhysicsBody()PhysicsBodyprotectedvirtual
~Ref()Refvirtual