| _angularDamping | PhysicsBody | protected |
| _area | PhysicsBody | protected |
| _cpBody | PhysicsBody | protected |
| _density | PhysicsBody | protected |
| _dynamic | PhysicsBody | protected |
| _enabled | PhysicsBody | protected |
| _gravityEnabled | PhysicsBody | protected |
| _isDamping | PhysicsBody | protected |
| _joints | PhysicsBody | protected |
| _latestPosition | PhysicsBody | protected |
| _linearDamping | PhysicsBody | protected |
| _mass | PhysicsBody | protected |
| _massDefault | PhysicsBody | protected |
| _moment | PhysicsBody | protected |
| _momentDefault | PhysicsBody | protected |
| _node | PhysicsBody | protected |
| _positionInitDirty | PhysicsBody | protected |
| _positionOffset | PhysicsBody | protected |
| _recordedAngle | PhysicsBody | protected |
| _recordedPosition | PhysicsBody | protected |
| _recordedRotation | PhysicsBody | protected |
| _referenceCount | Ref | protected |
| _rotationEnabled | PhysicsBody | protected |
| _rotationOffset | PhysicsBody | protected |
| _shapes | PhysicsBody | protected |
| _tag | PhysicsBody | protected |
| _world | PhysicsBody | protected |
| addMass(float mass) | PhysicsBody | |
| addMoment(float moment) | PhysicsBody | |
| addShape(PhysicsShape *shape, bool addMassAndMoment=true) | PhysicsBody | virtual |
| applyForce(const Vect &force) | PhysicsBody | virtual |
| applyForce(const Vect &force, const Vec2 &offset) | PhysicsBody | virtual |
| applyImpulse(const Vect &impulse) | PhysicsBody | virtual |
| applyImpulse(const Vect &impulse, const Vec2 &offset) | PhysicsBody | virtual |
| applyTorque(float torque) | PhysicsBody | virtual |
| autorelease() | Ref | |
| 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() | 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() | PhysicsBody | |
| getPositionOffset() const | PhysicsBody | inline |
| getReferenceCount() const | Ref | |
| 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 |
| init() | PhysicsBody | protected |
| isDynamic() const | PhysicsBody | inline |
| isEnabled() const | PhysicsBody | inline |
| isGravityEnabled() const | PhysicsBody | inline |
| isResting() const | PhysicsBody | |
| isRotationEnabled() const | PhysicsBody | inline |
| Layer class | PhysicsBody | friend |
| local2World(const Vec2 &point) | PhysicsBody | |
| Node class | PhysicsBody | friend |
| PhysicsBody() | PhysicsBody | protected |
| PhysicsJoint class | PhysicsBody | friend |
| PhysicsShape class | PhysicsBody | friend |
| PhysicsWorld class | PhysicsBody | friend |
| ProtectedNode class | PhysicsBody | friend |
| Ref() | Ref | protected |
| release() | Ref | |
| removeAllShapes(bool reduceMassAndMoment=true) | PhysicsBody | |
| removeFromWorld() | PhysicsBody | |
| removeJoint(PhysicsJoint *joint) | PhysicsBody | protected |
| removeShape(PhysicsShape *shape, bool reduceMassAndMoment=true) | PhysicsBody | |
| removeShape(int tag, bool reduceMassAndMoment=true) | PhysicsBody | |
| resetForces() | PhysicsBody | virtual |
| retain() | Ref | |
| 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 | |
| setEnable(bool enable) | PhysicsBody | |
| setGravityEnable(bool enable) | PhysicsBody | |
| setGroup(int group) | PhysicsBody | |
| setLinearDamping(float damping) | PhysicsBody | inline |
| setMass(float mass) | PhysicsBody | |
| setMoment(float moment) | PhysicsBody | |
| setPosition(const Vec2 &position) | PhysicsBody | protectedvirtual |
| setPositionOffset(const Vec2 &position) | PhysicsBody | |
| setResting(bool rest) const | PhysicsBody | |
| setRotation(float rotation) | PhysicsBody | protectedvirtual |
| setRotationEnable(bool enable) | PhysicsBody | |
| setRotationOffset(float rotation) | PhysicsBody | |
| setScale(float scaleX, float scaleY) | PhysicsBody | protectedvirtual |
| setTag(int tag) | PhysicsBody | inline |
| setVelocity(const Vect &velocity) | PhysicsBody | virtual |
| setVelocityLimit(float limit) | PhysicsBody | virtual |
| update(float delta) | PhysicsBody | protected |
| updateDamping() | PhysicsBody | inlineprotected |
| world2Local(const Vec2 &point) | PhysicsBody | |
| ~PhysicsBody() | PhysicsBody | protectedvirtual |
| ~Ref() | Ref | virtual |