Box2D  2.2.1
Box2D API Reference for Kobold2D developers
b2Body Member List
This is the complete list of members for b2Body, including all inherited members.
ApplyAngularImpulse(float32 impulse)b2Body [inline]
ApplyForce(const b2Vec2 &force, const b2Vec2 &point)b2Body [inline]
ApplyForceToCenter(const b2Vec2 &force)b2Body [inline]
ApplyLinearImpulse(const b2Vec2 &impulse, const b2Vec2 &point)b2Body [inline]
ApplyTorque(float32 torque)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]
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, float32 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() const 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]
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]
SetGravityScale(float32 scale)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]