_angularDamping | PhysicsBody | protected |
_angularDampingDefault | PhysicsBody | protected |
_area | PhysicsBody | protected |
_autoReleaseCount | Object | protected |
_categoryBitmask | PhysicsBody | protected |
_collisionBitmask | PhysicsBody | protected |
_contactTestBitmask | PhysicsBody | protected |
_density | PhysicsBody | protected |
_dynamic | PhysicsBody | protected |
_ID | Object | |
_info | PhysicsBody | protected |
_joints | PhysicsBody | protected |
_luaID | Object | |
_mass | PhysicsBody | protected |
_massDefault | PhysicsBody | protected |
_owner | PhysicsBody | protected |
_reference | Object | protected |
_shapes | PhysicsBody | protected |
_world | PhysicsBody | protected |
acceptVisitor(DataVisitor &visitor) | Object | virtual |
addBox(Size size, Point offset=Point(0, 0)) | PhysicsBody | virtual |
addCircle(float radius, Point offset=Point(0, 0)) | PhysicsBody | virtual |
addEdgeBox(Size size, float border=1, Point offset=Point(0, 0)) | PhysicsBody | virtual |
addEdgeChain(Point *points, int count, float border=1) | PhysicsBody | virtual |
addEdgePolygon(Point *points, int count, float border=1) | PhysicsBody | virtual |
addEdgeSegment(Point a, Point b, float border=1) | PhysicsBody | virtual |
addPolygon(Point *points, int count, Point offset=Point(0, 0)) | PhysicsBody | virtual |
addShape(PhysicsShape *shape) | PhysicsBody | protectedvirtual |
applyForce(Point force) | PhysicsBody | virtual |
applyForce(Point force, Point offset) | PhysicsBody | virtual |
applyImpulse(Point impulse) | PhysicsBody | virtual |
applyImpulse(Point impulse, Point offset) | PhysicsBody | virtual |
applyTorque(float torque) | PhysicsBody | virtual |
autorelease() | Object | |
createBox(Size size) | PhysicsBody | static |
createCircle(float radius) | PhysicsBody | static |
createEdgeBox(Size size, float border=1) | PhysicsBody | static |
createEdgeChain(Point *points, int count, float border=1) | PhysicsBody | static |
createEdgePolygon(Point *points, int count, float border=1) | PhysicsBody | static |
createEdgeSegment(Point a, Point b, float border=1) | PhysicsBody | static |
createPolygon(Point *points, int count) | PhysicsBody | static |
getAngularDamping() | PhysicsBody | inline |
getCategoryBitmask() const | PhysicsBody | inline |
getCollisionBitmask() const | PhysicsBody | inline |
getContactTestBitmask() const | PhysicsBody | inline |
getJoints() const | PhysicsBody | inline |
getMass() | PhysicsBody | inline |
getOwner() const | PhysicsBody | inline |
getPosition() const | PhysicsBody | |
getRotation() const | PhysicsBody | |
getShape() | PhysicsBody | inline |
getShapes() | PhysicsBody | inline |
getWorld() const | PhysicsBody | inline |
init() | PhysicsBody | protected |
initStatic() | PhysicsBody | protected |
isDynamic() | PhysicsBody | inline |
isEqual(const Object *object) | Object | virtual |
isSingleReference() const | Object | |
Object() | Object | |
PhysicsBody() | PhysicsBody | protected |
PhysicsJoint class | PhysicsBody | friend |
PhysicsShape class | PhysicsBody | friend |
PhysicsWorld class | PhysicsBody | friend |
release() | Object | inline |
removeAllShapes() | PhysicsBody | |
removeShape(PhysicsShape *shape) | PhysicsBody | |
retain() | Object | inline |
retainCount() const | Object | |
setAngularDamping(float angularDamping) | PhysicsBody | |
setCategoryBitmask(int bitmask) | PhysicsBody | |
setCollisionBitmask(int bitmask) | PhysicsBody | |
setContactTestBitmask(int bitmask) | PhysicsBody | |
setDynamic(bool dynamic) | PhysicsBody | |
setMass(float mass) | PhysicsBody | |
setPosition(Point position) | PhysicsBody | protectedvirtual |
setRotation(float rotation) | PhysicsBody | protectedvirtual |
Sprite class | PhysicsBody | friend |
update(float dt) | Object | inlinevirtual |
~Object() | Object | virtual |
~PhysicsBody() | PhysicsBody | protectedvirtual |