cocos2d-x  3.0-alpha0
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Friends Macros Groups Pages
PhysicsBody Member List

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

_angularDampingPhysicsBodyprotected
_angularDampingDefaultPhysicsBodyprotected
_areaPhysicsBodyprotected
_autoReleaseCountObjectprotected
_categoryBitmaskPhysicsBodyprotected
_collisionBitmaskPhysicsBodyprotected
_contactTestBitmaskPhysicsBodyprotected
_densityPhysicsBodyprotected
_dynamicPhysicsBodyprotected
_IDObject
_infoPhysicsBodyprotected
_jointsPhysicsBodyprotected
_luaIDObject
_massPhysicsBodyprotected
_massDefaultPhysicsBodyprotected
_ownerPhysicsBodyprotected
_referenceObjectprotected
_shapesPhysicsBodyprotected
_worldPhysicsBodyprotected
acceptVisitor(DataVisitor &visitor)Objectvirtual
addBox(Size size, Point offset=Point(0, 0))PhysicsBodyvirtual
addCircle(float radius, Point offset=Point(0, 0))PhysicsBodyvirtual
addEdgeBox(Size size, float border=1, Point offset=Point(0, 0))PhysicsBodyvirtual
addEdgeChain(Point *points, int count, float border=1)PhysicsBodyvirtual
addEdgePolygon(Point *points, int count, float border=1)PhysicsBodyvirtual
addEdgeSegment(Point a, Point b, float border=1)PhysicsBodyvirtual
addPolygon(Point *points, int count, Point offset=Point(0, 0))PhysicsBodyvirtual
addShape(PhysicsShape *shape)PhysicsBodyprotectedvirtual
applyForce(Point force)PhysicsBodyvirtual
applyForce(Point force, Point offset)PhysicsBodyvirtual
applyImpulse(Point impulse)PhysicsBodyvirtual
applyImpulse(Point impulse, Point offset)PhysicsBodyvirtual
applyTorque(float torque)PhysicsBodyvirtual
autorelease()Object
createBox(Size size)PhysicsBodystatic
createCircle(float radius)PhysicsBodystatic
createEdgeBox(Size size, float border=1)PhysicsBodystatic
createEdgeChain(Point *points, int count, float border=1)PhysicsBodystatic
createEdgePolygon(Point *points, int count, float border=1)PhysicsBodystatic
createEdgeSegment(Point a, Point b, float border=1)PhysicsBodystatic
createPolygon(Point *points, int count)PhysicsBodystatic
getAngularDamping()PhysicsBodyinline
getCategoryBitmask() const PhysicsBodyinline
getCollisionBitmask() const PhysicsBodyinline
getContactTestBitmask() const PhysicsBodyinline
getJoints() const PhysicsBodyinline
getMass()PhysicsBodyinline
getOwner() const PhysicsBodyinline
getPosition() const PhysicsBody
getRotation() const PhysicsBody
getShape()PhysicsBodyinline
getShapes()PhysicsBodyinline
getWorld() const PhysicsBodyinline
init()PhysicsBodyprotected
initStatic()PhysicsBodyprotected
isDynamic()PhysicsBodyinline
isEqual(const Object *object)Objectvirtual
isSingleReference() const Object
Object()Object
PhysicsBody()PhysicsBodyprotected
PhysicsJoint classPhysicsBodyfriend
PhysicsShape classPhysicsBodyfriend
PhysicsWorld classPhysicsBodyfriend
release()Objectinline
removeAllShapes()PhysicsBody
removeShape(PhysicsShape *shape)PhysicsBody
retain()Objectinline
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)PhysicsBodyprotectedvirtual
setRotation(float rotation)PhysicsBodyprotectedvirtual
Sprite classPhysicsBodyfriend
update(float dt)Objectinlinevirtual
~Object()Objectvirtual
~PhysicsBody()PhysicsBodyprotectedvirtual