This is the complete list of members for PhysicsBody, including all inherited members.
addMass(float mass) | PhysicsBody | |
addMoment(float moment) | PhysicsBody | |
addShape(PhysicsShape *shape, bool addMassAndMoment=true) | PhysicsBody | virtual |
applyForce(const Vec2 &force, const Vec2 &offset=Vec2::ZERO) | PhysicsBody | virtual |
applyImpulse(const Vec2 &impulse, const Vec2 &offset=Vec2::ZERO) | PhysicsBody | virtual |
applyTorque(float torque) | PhysicsBody | virtual |
create() | PhysicsBody | static |
create(float mass) | PhysicsBody | static |
create(float mass, float moment) | PhysicsBody | static |
createBox(const Size &size, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Vec2 &offset=Vec2::ZERO) | PhysicsBody | static |
createCircle(float radius, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Vec2 &offset=Vec2::ZERO) | PhysicsBody | static |
createEdgeBox(const Size &size, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1, const Vec2 &offset=Vec2::ZERO) | PhysicsBody | static |
createEdgeChain(const Vec2 *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1) | PhysicsBody | static |
createEdgePolygon(const Vec2 *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1) | PhysicsBody | static |
createEdgeSegment(const Vec2 &a, const Vec2 &b, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1) | PhysicsBody | static |
createPolygon(const Vec2 *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Vec2 &offset=Vec2::ZERO) | PhysicsBody | static |
getAngularDamping() const | PhysicsBody | inline |
getAngularVelocity() | PhysicsBody | virtual |
getAngularVelocityLimit() | PhysicsBody | virtual |
getCategoryBitmask() const | PhysicsBody | |
getCollisionBitmask() const | PhysicsBody | |
getContactTestBitmask() const | PhysicsBody | |
getCPBody() const | PhysicsBody | inline |
getFirstShape() const | PhysicsBody | inline |
getGroup() const | PhysicsBody | |
getJoints() const | PhysicsBody | inline |
getLinearDamping() const | PhysicsBody | inline |
getMass() const | PhysicsBody | inline |
getMoment() const | PhysicsBody | inline |
getNode() const | PhysicsBody | inline |
getPosition() const | PhysicsBody | |
getPositionOffset() const | PhysicsBody | inline |
getRotation() | PhysicsBody | |
getRotationOffset() const | PhysicsBody | inline |
getShape(int tag) const | PhysicsBody | |
getShapes() const | PhysicsBody | inline |
getTag() const | PhysicsBody | inline |
getVelocity() | PhysicsBody | virtual |
getVelocityAtLocalPoint(const Vec2 &point) | PhysicsBody | virtual |
getVelocityAtWorldPoint(const Vec2 &point) | PhysicsBody | virtual |
getVelocityLimit() | PhysicsBody | virtual |
getWorld() const | PhysicsBody | inline |
isDynamic() const | PhysicsBody | inline |
isGravityEnabled() const | PhysicsBody | inline |
isResting() const | PhysicsBody | |
isRotationEnabled() const | PhysicsBody | inline |
local2World(const Vec2 &point) | PhysicsBody | |
removeAllShapes(bool reduceMassAndMoment=true) | PhysicsBody | |
removeFromWorld() | PhysicsBody | |
removeShape(PhysicsShape *shape, bool reduceMassAndMoment=true) | PhysicsBody | |
removeShape(int tag, bool reduceMassAndMoment=true) | PhysicsBody | |
resetForces() | PhysicsBody | virtual |
setAngularDamping(float damping) | PhysicsBody | inline |
setAngularVelocity(float velocity) | PhysicsBody | virtual |
setAngularVelocityLimit(float limit) | PhysicsBody | virtual |
setCategoryBitmask(int bitmask) | PhysicsBody | |
setCollisionBitmask(int bitmask) | PhysicsBody | |
setContactTestBitmask(int bitmask) | PhysicsBody | |
setDynamic(bool dynamic) | PhysicsBody | |
setEnabled(bool enable) override | PhysicsBody | virtual |
setGravityEnable(bool enable) | PhysicsBody | |
setGroup(int group) | PhysicsBody | |
setLinearDamping(float damping) | PhysicsBody | inline |
setMass(float mass) | PhysicsBody | |
setMoment(float moment) | PhysicsBody | |
setPositionOffset(const Vec2 &position) | PhysicsBody | |
setResting(bool rest) const | PhysicsBody | |
setRotationEnable(bool enable) | PhysicsBody | |
setRotationOffset(float rotation) | PhysicsBody | |
setTag(int tag) | PhysicsBody | inline |
setVelocity(const Vec2 &velocity) | PhysicsBody | virtual |
setVelocityLimit(float limit) | PhysicsBody | virtual |
world2Local(const Vec2 &point) | PhysicsBody |