cocos2d-x  3.0alpha1
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PhysicsBody Member List

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

_angularDampingPhysicsBodyprotected
_areaPhysicsBodyprotected
_autoReleaseCountObjectprotected
_categoryBitmaskPhysicsBodyprotected
_collisionBitmaskPhysicsBodyprotected
_contactTestBitmaskPhysicsBodyprotected
_densityPhysicsBodyprotected
_dynamicPhysicsBodyprotected
_enablePhysicsBodyprotected
_gravityEnablePhysicsBodyprotected
_groupPhysicsBodyprotected
_IDObject
_infoPhysicsBodyprotected
_jointsPhysicsBodyprotected
_linearDampingPhysicsBodyprotected
_luaIDObject
_massPhysicsBodyprotected
_massDefaultPhysicsBodyprotected
_momentPhysicsBodyprotected
_momentDefaultPhysicsBodyprotected
_nodePhysicsBodyprotected
_referenceObjectprotected
_rotationEnablePhysicsBodyprotected
_shapesPhysicsBodyprotected
_tagPhysicsBodyprotected
_worldPhysicsBodyprotected
acceptVisitor(DataVisitor &visitor)Objectvirtual
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 Point &offset)PhysicsBodyvirtual
applyImpulse(const Vect &impulse)PhysicsBodyvirtual
applyImpulse(const Vect &impulse, const Point &offset)PhysicsBodyvirtual
applyTorque(float torque)PhysicsBodyvirtual
autorelease()Object
create()PhysicsBodystatic
create(float mass)PhysicsBodystatic
create(float mass, float moment)PhysicsBodystatic
createBox(const Size &size, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Point &offset=Point::ZERO)PhysicsBodystatic
createCircle(float radius, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Point &offset=Point::ZERO)PhysicsBodystatic
createEdgeBox(const Size &size, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1, const Point &offset=Point::ZERO)PhysicsBodystatic
createEdgeChain(const Point *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1)PhysicsBodystatic
createEdgePolygon(const Point *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1)PhysicsBodystatic
createEdgeSegment(const Point &a, const Point &b, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1)PhysicsBodystatic
createPolygon(const Point *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Point &offset=Point::ZERO)PhysicsBodystatic
getAngularDamping() const PhysicsBodyinline
getAngularVelocity()PhysicsBodyvirtual
getAngularVelocityLimit()PhysicsBodyvirtual
getCategoryBitmask() const PhysicsBodyinline
getCollisionBitmask() const PhysicsBodyinline
getContactTestBitmask() const PhysicsBodyinline
getFirstShape() const PhysicsBodyinline
getGroup() const PhysicsBodyinline
getJoints() const PhysicsBodyinline
getLinearDamping() const PhysicsBodyinline
getMass() const PhysicsBodyinline
getMoment(float moment) const PhysicsBodyinline
getNode() const PhysicsBodyinline
getPosition() const PhysicsBody
getRotation() const PhysicsBody
getShape(int tag) const PhysicsBody
getShapes() const PhysicsBodyinline
getTag() const PhysicsBodyinline
getVelocity()PhysicsBodyvirtual
getVelocityAtLocalPoint(const Point &point)PhysicsBodyvirtual
getVelocityAtWorldPoint(const Point &point)PhysicsBodyvirtual
getVelocityLimit()PhysicsBodyvirtual
getWorld() const PhysicsBodyinline
init()PhysicsBodyprotected
isDynamic() const PhysicsBodyinline
isEnabled() const PhysicsBodyinline
isEqual(const Object *object)Objectvirtual
isGravityEnabled() const PhysicsBodyinline
isResting() const PhysicsBody
isRotationEnabled() const PhysicsBodyinline
isSingleReference() const Object
local2World(const Point &point)PhysicsBody
Node classPhysicsBodyfriend
Object()Object
PhysicsBody()PhysicsBodyprotected
PhysicsJoint classPhysicsBodyfriend
PhysicsShape classPhysicsBodyfriend
PhysicsWorld classPhysicsBodyfriend
release()Objectinline
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()Objectinline
retainCount() const Object
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(Point position)PhysicsBodyprotectedvirtual
setRotation(float rotation)PhysicsBodyprotectedvirtual
setRotationEnable(bool enable)PhysicsBody
setTag(int tag)PhysicsBodyinline
setVelocity(const Vect &velocity)PhysicsBodyvirtual
setVelocityLimit(float limit)PhysicsBodyvirtual
update(float delta) overridePhysicsBodyprotectedvirtual
world2Local(const Point &point)PhysicsBody
~Object()Objectvirtual
~PhysicsBody()PhysicsBodyprotectedvirtual