AppEasy Core SDK
1.5.0
Cross platform mobile and desktop app and game development SDK - The easy way to make apps
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#include <CzBox2d.h>
Public Member Functions | |
void | setWorld (CzBox2dWorld *world) |
CzBox2dWorld * | getWorld () |
b2Body * | getBody () |
b2Fixture * | addFixture (CzBox2dMaterial *body_mat, float width, float height, float com_x, float com_y) |
b2Fixture * | addFixture (CzShape *body_shape, CzBox2dMaterial *body_mat, float com_x, float com_y) |
int | getFixturesCount () |
b2Fixture * | getFixture (int index) |
void | DestroyFixtures () |
void | setBodyMaterial (CzBox2dMaterial *mat) |
CzBox2dMaterial * | getBodyMaterial () |
CzVector< IzBox2dJoint * > & | getJointsList () |
void | addJoint (IzBox2dJoint *joint) |
IzBox2dJoint * | getJoint (int index) |
IzBox2dJoint * | findJoint (unsigned int name_hash) |
bool | removeJoint (IzBox2dJoint *joint) |
void | setAsSensor (bool enable) |
bool | isSensor () const |
void | setCollisionFlags (int category_flags, int mask_flags, int collision_group) |
int | getCollisionFlags () const |
int | getCollisionCategory () const |
int | getCollisionMask () const |
int | getCollisionGroup () const |
void | SetAwake (bool awake) |
bool | IsAwake () const |
void | SetActive (bool active) |
bool | IsActive () const |
CzBox2dBody () | |
virtual | ~CzBox2dBody () |
void | InitBody (CzBox2dWorld *world, CzShape *body_shape, CzBox2dMaterial *body_mat, CzVec2 *pos, float angle, float com_x, float com_y) |
void | ReleaseBody () |
void | ApplyForce (float force_x, float force_y, float world_pos_x, float world_pos_y) |
void | ApplyForceToCenter (float force_x, float force_y) |
void | ApplyTorque (float torque) |
void | ApplyLinearImpulse (float impulse_x, float impulse_y, float world_pos_x, float world_pos_y) |
void | ApplyAngularImpulse (float impulse) |
Protected Attributes | |
CzBox2dWorld * | World |
b2Body * | Body |
CzVector< b2Fixture * > | Fixtures |
CzBox2dMaterial * | BodyMaterial |
CzVector< CzShape * > | BodyShapes |
CzVector< IzBox2dJoint * > | Joints |
int | CollisionFlags |
CzBox2dBody::CzBox2dBody | ( | ) | [inline] |
CzBox2dBody::~CzBox2dBody | ( | ) | [virtual] |
b2Fixture * CzBox2dBody::addFixture | ( | CzBox2dMaterial * | body_mat, |
float | width, | ||
float | height, | ||
float | com_x, | ||
float | com_y | ||
) |
b2Fixture * CzBox2dBody::addFixture | ( | CzShape * | body_shape, |
CzBox2dMaterial * | body_mat, | ||
float | com_x, | ||
float | com_y | ||
) |
void CzBox2dBody::addJoint | ( | IzBox2dJoint * | joint | ) | [inline] |
void CzBox2dBody::ApplyAngularImpulse | ( | float | impulse | ) |
void CzBox2dBody::ApplyForce | ( | float | force_x, |
float | force_y, | ||
float | world_pos_x, | ||
float | world_pos_y | ||
) |
void CzBox2dBody::ApplyForceToCenter | ( | float | force_x, |
float | force_y | ||
) |
void CzBox2dBody::ApplyLinearImpulse | ( | float | impulse_x, |
float | impulse_y, | ||
float | world_pos_x, | ||
float | world_pos_y | ||
) |
void CzBox2dBody::ApplyTorque | ( | float | torque | ) |
void CzBox2dBody::DestroyFixtures | ( | ) |
IzBox2dJoint * CzBox2dBody::findJoint | ( | unsigned int | name_hash | ) |
b2Body* CzBox2dBody::getBody | ( | ) | [inline] |
CzBox2dMaterial* CzBox2dBody::getBodyMaterial | ( | ) | [inline] |
int CzBox2dBody::getCollisionCategory | ( | ) | const |
int CzBox2dBody::getCollisionFlags | ( | ) | const [inline] |
int CzBox2dBody::getCollisionGroup | ( | ) | const |
int CzBox2dBody::getCollisionMask | ( | ) | const |
b2Fixture* CzBox2dBody::getFixture | ( | int | index | ) | [inline] |
int CzBox2dBody::getFixturesCount | ( | ) | [inline] |
IzBox2dJoint * CzBox2dBody::getJoint | ( | int | index | ) |
CzVector<IzBox2dJoint*>& CzBox2dBody::getJointsList | ( | ) | [inline] |
CzBox2dWorld* CzBox2dBody::getWorld | ( | ) | [inline] |
void CzBox2dBody::InitBody | ( | CzBox2dWorld * | world, |
CzShape * | body_shape, | ||
CzBox2dMaterial * | body_mat, | ||
CzVec2 * | pos, | ||
float | angle, | ||
float | com_x, | ||
float | com_y | ||
) |
bool CzBox2dBody::IsActive | ( | ) | const [inline] |
bool CzBox2dBody::IsAwake | ( | ) | const [inline] |
bool CzBox2dBody::isSensor | ( | ) | const |
void CzBox2dBody::ReleaseBody | ( | ) |
bool CzBox2dBody::removeJoint | ( | IzBox2dJoint * | joint | ) |
void CzBox2dBody::SetActive | ( | bool | active | ) | [inline] |
void CzBox2dBody::setAsSensor | ( | bool | enable | ) |
void CzBox2dBody::SetAwake | ( | bool | awake | ) | [inline] |
void CzBox2dBody::setBodyMaterial | ( | CzBox2dMaterial * | mat | ) |
void CzBox2dBody::setCollisionFlags | ( | int | category_flags, |
int | mask_flags, | ||
int | collision_group | ||
) |
void CzBox2dBody::setWorld | ( | CzBox2dWorld * | world | ) | [inline] |
b2Body* CzBox2dBody::Body [protected] |
CzBox2dMaterial* CzBox2dBody::BodyMaterial [protected] |
CzVector<CzShape*> CzBox2dBody::BodyShapes [protected] |
int CzBox2dBody::CollisionFlags [protected] |
CzVector<b2Fixture*> CzBox2dBody::Fixtures [protected] |
CzVector<IzBox2dJoint*> CzBox2dBody::Joints [protected] |
CzBox2dWorld* CzBox2dBody::World [protected] |