PlayRho  2.0.0
An interactive physics engine & library.
playrho::d2::Body Member List

This is the complete list of members for playrho::d2::Body, including all inherited members.

Advance0(ZeroToUnderOneFF< Real > value) noexceptplayrho::d2::Bodyinline
ApplyAngularImpulse(Body &body, AngularMomentum impulse) noexceptplayrho::d2::Bodyrelated
ApplyLinearImpulse(Body &body, const Momentum2 &impulse, const Length2 &point) noexceptplayrho::d2::Bodyrelated
Attach(ShapeID shapeId)playrho::d2::Body
Awaken(Body &body) noexceptplayrho::d2::Bodyrelated
Body(const BodyConf &bd=GetDefaultBodyConf())playrho::d2::Bodyexplicit
DefaultAngularDampingplayrho::d2::Bodystatic
DefaultLinearDampingplayrho::d2::Bodystatic
Detach(ShapeID shapeId)playrho::d2::Body
GetAcceleration(const Body &body) noexceptplayrho::d2::Bodyrelated
GetAngle(const Body &body) noexceptplayrho::d2::Bodyrelated
GetAngularAcceleration() const noexceptplayrho::d2::Bodyinline
GetAngularAcceleration(const Body &body) noexceptplayrho::d2::Bodyrelated
GetAngularDamping() const noexceptplayrho::d2::Bodyinline
GetAngularDamping(const Body &body) noexceptplayrho::d2::Bodyrelated
GetAngularVelocity(const Body &body) noexceptplayrho::d2::Bodyrelated
GetBodyConf(const Body &body)playrho::d2::Bodyrelated
GetForce(const Body &body) noexceptplayrho::d2::Bodyrelated
GetInvMass() const noexceptplayrho::d2::Bodyinline
GetInvMass(const Body &body) noexceptplayrho::d2::Bodyrelated
GetInvRotInertia() const noexceptplayrho::d2::Bodyinline
GetInvRotInertia(const Body &body) noexceptplayrho::d2::Bodyrelated
GetLinearAcceleration() const noexceptplayrho::d2::Bodyinline
GetLinearAcceleration(const Body &body) noexceptplayrho::d2::Bodyrelated
GetLinearDamping() const noexceptplayrho::d2::Bodyinline
GetLinearDamping(const Body &body) noexceptplayrho::d2::Bodyrelated
GetLinearVelocity(const Body &body) noexceptplayrho::d2::Bodyrelated
GetLinearVelocityFromLocalPoint(const Body &body, const Length2 &localPoint) noexceptplayrho::d2::Bodyrelated
GetLinearVelocityFromWorldPoint(const Body &body, const Length2 &worldPoint) noexceptplayrho::d2::Bodyrelated
GetLocalPoint(const Body &body, const Length2 &worldPoint) noexceptplayrho::d2::Bodyrelated
GetLocalRotInertia(const Body &body) noexceptplayrho::d2::Bodyrelated
GetLocalVector(const Body &body, const UnitVec &uv) noexceptplayrho::d2::Bodyrelated
GetLocation(const Body &body) noexceptplayrho::d2::Bodyrelated
GetMass(const Body &body) noexceptplayrho::d2::Bodyrelated
GetPosition(const Body &body) noexceptplayrho::d2::Bodyrelated
GetPosition0(const Body &body) noexceptplayrho::d2::Bodyrelated
GetPosition1(const Body &body) noexceptplayrho::d2::Bodyrelated
GetRotInertia(const Body &body) noexceptplayrho::d2::Bodyrelated
GetShapes() const noexceptplayrho::d2::Bodyinline
GetShapes(const Body &body) noexceptplayrho::d2::Bodyrelated
GetSweep() const noexceptplayrho::d2::Bodyinline
GetSweep(const Body &body) noexceptplayrho::d2::Bodyrelated
GetTorque(const Body &body) noexceptplayrho::d2::Bodyrelated
GetTransformation() const noexceptplayrho::d2::Bodyinline
GetTransformation(const Body &body) noexceptplayrho::d2::Bodyrelated
GetType() const noexceptplayrho::d2::Body
GetType(const Body &body) noexceptplayrho::d2::Bodyrelated
GetUnderActiveTime() const noexceptplayrho::d2::Bodyinline
GetUnderActiveTime(const Body &body) noexceptplayrho::d2::Bodyrelated
GetVelocity() const noexceptplayrho::d2::Bodyinline
GetVelocity(const Body &body) noexceptplayrho::d2::Bodyrelated
GetVelocity(const Body &body, Time h) noexceptplayrho::d2::Bodyrelated
GetWorldPoint(const Body &body, const Length2 &localPoint) noexceptplayrho::d2::Bodyrelated
GetWorldVector(const Body &body, const Length2 &localVector) noexceptplayrho::d2::Bodyrelated
GetWorldVector(const Body &body, const UnitVec &localVector) noexceptplayrho::d2::Bodyrelated
IsAccelerable() const noexceptplayrho::d2::Bodyinline
IsAccelerable(const Body &body) noexceptplayrho::d2::Bodyrelated
IsAwake() const noexceptplayrho::d2::Bodyinline
IsAwake(const Body &body) noexceptplayrho::d2::Bodyrelated
IsDestroyed() const noexceptplayrho::d2::Body
IsEnabled() const noexceptplayrho::d2::Bodyinline
IsEnabled(const Body &body) noexceptplayrho::d2::Bodyrelated
IsFixedRotation() const noexceptplayrho::d2::Bodyinline
IsFixedRotation(const Body &body) noexceptplayrho::d2::Bodyrelated
IsImpenetrable() const noexceptplayrho::d2::Bodyinline
IsImpenetrable(const Body &body) noexceptplayrho::d2::Bodyrelated
IsMassDataDirty() const noexceptplayrho::d2::Bodyinline
IsMassDataDirty(const Body &body) noexceptplayrho::d2::Bodyrelated
IsSleepingAllowed() const noexceptplayrho::d2::Bodyinline
IsSleepingAllowed(const Body &body) noexceptplayrho::d2::Bodyrelated
IsSpeedable() const noexceptplayrho::d2::Bodyinline
IsSpeedable(const Body &body) noexceptplayrho::d2::Bodyrelated
JustSetVelocity(const Velocity &value) noexceptplayrho::d2::Body
operator!=(const Body &lhs, const Body &rhs)playrho::d2::Bodyrelated
operator==(const Body &lhs, const Body &rhs)playrho::d2::Bodyrelated
ResetAlpha0() noexceptplayrho::d2::Bodyinline
SetAcceleration(const LinearAcceleration2 &linear, AngularAcceleration angular) noexceptplayrho::d2::Body
SetAcceleration(Body &body, const Acceleration &value) noexceptplayrho::d2::Bodyrelated
SetAcceleration(Body &body, const LinearAcceleration2 &linear, AngularAcceleration angular) noexceptplayrho::d2::Bodyrelated
SetAcceleration(Body &body, const LinearAcceleration2 &value) noexceptplayrho::d2::Bodyrelated
SetAcceleration(Body &body, AngularAcceleration value) noexceptplayrho::d2::Bodyrelated
SetAngle(Body &body, Angle value)playrho::d2::Bodyrelated
SetAngularDamping(NonNegative< Frequency > angularDamping) noexceptplayrho::d2::Bodyinline
SetAngularDamping(Body &body, NonNegative< Frequency > value) noexceptplayrho::d2::Bodyrelated
SetAwake() noexceptplayrho::d2::Body
SetAwake(Body &body) noexceptplayrho::d2::Bodyrelated
SetAwakeFlag() noexceptplayrho::d2::Bodyinline
SetDestroyed() noexceptplayrho::d2::Body
SetEnabled() noexceptplayrho::d2::Bodyinline
SetEnabled(Body &body) noexceptplayrho::d2::Bodyrelated
SetEnabled(Body &body, bool value) noexceptplayrho::d2::Bodyrelated
SetFixedRotation(bool flag)playrho::d2::Body
SetFixedRotation(Body &body, bool value)playrho::d2::Bodyrelated
SetImpenetrable() noexceptplayrho::d2::Bodyinline
SetImpenetrable(Body &body) noexceptplayrho::d2::Bodyrelated
SetInvMassData(NonNegative< InvMass > invMass, NonNegative< InvRotInertia > invRotI) noexceptplayrho::d2::Bodyinline
SetLinearDamping(NonNegative< Frequency > linearDamping) noexceptplayrho::d2::Bodyinline
SetLinearDamping(Body &body, NonNegative< Frequency > value) noexceptplayrho::d2::Bodyrelated
SetLocation(Body &body, const Length2 &value)playrho::d2::Bodyrelated
SetMass(Body &body, Mass mass)playrho::d2::Bodyrelated
SetPosition0(const Position &value) noexceptplayrho::d2::Bodyinline
SetPosition0(Body &body, const Position &value) noexceptplayrho::d2::Bodyrelated
SetPosition1(const Position &value) noexceptplayrho::d2::Bodyinline
SetPosition1(Body &body, const Position &value) noexceptplayrho::d2::Bodyrelated
SetRotInertia(Body &body, RotInertia value) noexceptplayrho::d2::Bodyrelated
SetShapes(std::vector< ShapeID > value)playrho::d2::Bodyinline
SetSleepingAllowed(bool flag) noexceptplayrho::d2::Body
SetSleepingAllowed(Body &body, bool value) noexceptplayrho::d2::Bodyrelated
SetSweep(const Sweep &value) noexceptplayrho::d2::Bodyinline
SetSweep(Body &body, const Sweep &value) noexceptplayrho::d2::Bodyrelated
SetTransformation(Body &body, const Transformation &value) noexceptplayrho::d2::Bodyrelated
SetType(BodyType value) noexceptplayrho::d2::Body
SetType(Body &body, BodyType value) noexceptplayrho::d2::Bodyrelated
SetUnderActiveTime(Time value) noexceptplayrho::d2::Bodyinline
SetVelocity(const Velocity &value) noexceptplayrho::d2::Body
SetVelocity(Body &body, const Velocity &value) noexceptplayrho::d2::Bodyrelated
SetVelocity(Body &body, const LinearVelocity2 &value) noexceptplayrho::d2::Bodyrelated
SetVelocity(Body &body, AngularVelocity value) noexceptplayrho::d2::Bodyrelated
Unawaken(Body &body) noexceptplayrho::d2::Bodyrelated
UnsetAwake() noexceptplayrho::d2::Body
UnsetAwake(Body &body) noexceptplayrho::d2::Bodyrelated
UnsetAwakeFlag() noexceptplayrho::d2::Bodyinline
UnsetDestroyed() noexceptplayrho::d2::Body
UnsetEnabled() noexceptplayrho::d2::Bodyinline
UnsetEnabled(Body &body) noexceptplayrho::d2::Bodyrelated
UnsetImpenetrable() noexceptplayrho::d2::Bodyinline
UnsetImpenetrable(Body &body) noexceptplayrho::d2::Bodyrelated