| Box2D 2.2.1 A 2D Physics Engine for Games

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b2Body Member List
This is the complete list of members for b2Body, including all inherited members.

ApplyAngularImpulse(float32 impulse) | b2Body | `[inline]`
ApplyForce(const b2Vec2 &force, const b2Vec2 &point) | b2Body | `[inline]`
ApplyForceToCenter(const b2Vec2 &force) | b2Body | `[inline]`
ApplyLinearImpulse(const b2Vec2 &impulse, const b2Vec2 &point) | b2Body | `[inline]`
ApplyTorque(float32 torque) | b2Body | `[inline]`
b2Contact (defined in b2Body) | b2Body | `[friend]`
b2ContactManager (defined in b2Body) | b2Body | `[friend]`
b2ContactSolver (defined in b2Body) | b2Body | `[friend]`
b2DistanceJoint (defined in b2Body) | b2Body | `[friend]`
b2FrictionJoint (defined in b2Body) | b2Body | `[friend]`
b2GearJoint (defined in b2Body) | b2Body | `[friend]`
b2Island (defined in b2Body) | b2Body | `[friend]`
b2MouseJoint (defined in b2Body) | b2Body | `[friend]`
b2PrismaticJoint (defined in b2Body) | b2Body | `[friend]`
b2PulleyJoint (defined in b2Body) | b2Body | `[friend]`
b2RevoluteJoint (defined in b2Body) | b2Body | `[friend]`
b2RopeJoint (defined in b2Body) | b2Body | `[friend]`
b2WeldJoint (defined in b2Body) | b2Body | `[friend]`
b2WheelJoint (defined in b2Body) | b2Body | `[friend]`
b2World (defined in b2Body) | b2Body | `[friend]`
CreateFixture(const b2FixtureDef *def) | b2Body |
CreateFixture(const b2Shape *shape, float32 density) | b2Body |
DestroyFixture(b2Fixture *fixture) | b2Body |
Dump() | b2Body |
GetAngle() const | b2Body | `[inline]`
GetAngularDamping() const | b2Body | `[inline]`
GetAngularVelocity() const | b2Body | `[inline]`
GetContactList() | b2Body | `[inline]`
GetContactList() const (defined in b2Body) | b2Body | `[inline]`
GetFixtureList() | b2Body | `[inline]`
GetFixtureList() const (defined in b2Body) | b2Body | `[inline]`
GetGravityScale() const | b2Body | `[inline]`
GetInertia() const | b2Body | `[inline]`
GetJointList() | b2Body | `[inline]`
GetJointList() const (defined in b2Body) | b2Body | `[inline]`
GetLinearDamping() const | b2Body | `[inline]`
GetLinearVelocity() const | b2Body | `[inline]`
GetLinearVelocityFromLocalPoint(const b2Vec2 &localPoint) const | b2Body | `[inline]`
GetLinearVelocityFromWorldPoint(const b2Vec2 &worldPoint) const | b2Body | `[inline]`
GetLocalCenter() const | b2Body | `[inline]`
GetLocalPoint(const b2Vec2 &worldPoint) const | b2Body | `[inline]`
GetLocalVector(const b2Vec2 &worldVector) const | b2Body | `[inline]`
GetMass() const | b2Body | `[inline]`
GetMassData(b2MassData *data) const | b2Body | `[inline]`
GetNext() | b2Body | `[inline]`
GetNext() const (defined in b2Body) | b2Body | `[inline]`
GetPosition() const | b2Body | `[inline]`
GetTransform() const | b2Body | `[inline]`
GetType() const | b2Body | `[inline]`
GetUserData() const | b2Body | `[inline]`
GetWorld() | b2Body | `[inline]`
GetWorld() const (defined in b2Body) | b2Body | `[inline]`
GetWorldCenter() const | b2Body | `[inline]`
GetWorldPoint(const b2Vec2 &localPoint) const | b2Body | `[inline]`
GetWorldVector(const b2Vec2 &localVector) const | b2Body | `[inline]`
IsActive() const | b2Body | `[inline]`
IsAwake() const | b2Body | `[inline]`
IsBullet() const | b2Body | `[inline]`
IsFixedRotation() const | b2Body | `[inline]`
IsSleepingAllowed() const | b2Body | `[inline]`
ResetMassData() | b2Body |
SetActive(bool flag) | b2Body |
SetAngularDamping(float32 angularDamping) | b2Body | `[inline]`
SetAngularVelocity(float32 omega) | b2Body | `[inline]`
SetAwake(bool flag) | b2Body | `[inline]`
SetBullet(bool flag) | b2Body | `[inline]`
SetFixedRotation(bool flag) | b2Body | `[inline]`
SetGravityScale(float32 scale) | b2Body | `[inline]`
SetLinearDamping(float32 linearDamping) | b2Body | `[inline]`
SetLinearVelocity(const b2Vec2 &v) | b2Body | `[inline]`
SetMassData(const b2MassData *data) | b2Body |
SetSleepingAllowed(bool flag) | b2Body | `[inline]`
SetTransform(const b2Vec2 &position, float32 angle) | b2Body |
SetType(b2BodyType type) | b2Body |
SetUserData(void *data) | b2Body | `[inline]`

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