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b2Body

b2Body

Box2D.Dynamics

Inheritance: System.Object

Implements: System.IComparable{Box2D.Dynamics.b2Body}

Constructors

b2Body(b2BodyDef, b2World)

b2Body(b2BodyDef, b2World)(Box2D.Dynamics.b2BodyDef bd, Box2D.Dynamics.b2World world)
Parameters:
bd (Box2D.Dynamics.b2BodyDef)
world (Box2D.Dynamics.b2World)

Fields

AngularDamping(System.Single)
BodyFlags(Box2D.Dynamics.b2BodyFlags)
BodyType(Box2D.Dynamics.b2BodyType)
ContactList(Box2D.Dynamics.Contacts.b2ContactEdge)
FixtureCount(System.Int32)
FixtureList(Box2D.Dynamics.b2Fixture)

A linked list of fixtures.

Force(Box2D.Common.b2Vec2)
GravityScale(System.Single)
InvertedI(System.Single)
InvertedMass(System.Single)
IslandIndex(System.Int32)
JointList(Box2D.Dynamics.Joints.b2JointEdge)
LinearDamping(System.Single)
Mass(System.Single)
Next(Box2D.Dynamics.b2Body)
Prev(Box2D.Dynamics.b2Body)
SleepTime(System.Single)
Sweep(Box2D.Common.b2Sweep)
Torque(System.Single)
Transform(Box2D.Common.b2Transform)
UserData(System.Object)
World(Box2D.Dynamics.b2World)
m_I(System.Single)
m_angularVelocity(System.Single)
m_linearVelocity(Box2D.Common.b2Vec2)

Properties

Angle(System.Single)
AngularVelocity(System.Single)
Inertia(System.Single)
LinearVelocity(Box2D.Common.b2Vec2)
LocalCenter(Box2D.Common.b2Vec2)
Position(Box2D.Common.b2Vec2)
WorldCenter(Box2D.Common.b2Vec2)
XF(Box2D.Common.b2Transform)

Methods

Advance(float)

Advance(float)(System.Single alpha)
Parameters:
alpha (System.Single)

ApplyAngularImpulse(float)

ApplyAngularImpulse(float)(System.Single impulse)
Parameters:
impulse (System.Single)

ApplyForce(b2Vec2, b2Vec2)

ApplyForce(b2Vec2, b2Vec2)(Box2D.Common.b2Vec2 force, Box2D.Common.b2Vec2 point)
Parameters:
force (Box2D.Common.b2Vec2)
point (Box2D.Common.b2Vec2)

ApplyForceToCenter(b2Vec2)

ApplyForceToCenter(b2Vec2)(Box2D.Common.b2Vec2 force)
Parameters:
force (Box2D.Common.b2Vec2)

ApplyLinearImpulse(b2Vec2, b2Vec2)

ApplyLinearImpulse(b2Vec2, b2Vec2)(Box2D.Common.b2Vec2 impulse, Box2D.Common.b2Vec2 point)
Parameters:
impulse (Box2D.Common.b2Vec2)
point (Box2D.Common.b2Vec2)

ApplyTorque(float)

ApplyTorque(float)(System.Single torque)
Parameters:
torque (System.Single)

CompareTo(b2Body)

System.Int32 CompareTo(b2Body)(Box2D.Dynamics.b2Body b2)
Parameters:
b2 (Box2D.Dynamics.b2Body)
Returns:
System.Int32
Example

CreateFixture(b2Shape, float)

Box2D.Dynamics.b2Fixture CreateFixture(b2Shape, float)(Box2D.Collision.Shapes.b2Shape shape, System.Single density)
Parameters:
shape (Box2D.Collision.Shapes.b2Shape)
density (System.Single)
Returns:
Box2D.Dynamics.b2Fixture

CreateFixture(b2FixtureDef)

Box2D.Dynamics.b2Fixture CreateFixture(b2FixtureDef)(Box2D.Dynamics.b2FixtureDef def)
Parameters:
def (Box2D.Dynamics.b2FixtureDef)
Returns:
Box2D.Dynamics.b2Fixture

DestroyFixture(b2Fixture)

DestroyFixture(b2Fixture)(Box2D.Dynamics.b2Fixture fixture)
Parameters:
fixture (Box2D.Dynamics.b2Fixture)

Dump()

Dump()()

GetLinearVelocityFromLocalPoint(b2Vec2)

Box2D.Common.b2Vec2 GetLinearVelocityFromLocalPoint(b2Vec2)(Box2D.Common.b2Vec2 localPoint)
Parameters:
localPoint (Box2D.Common.b2Vec2)
Returns:
Box2D.Common.b2Vec2

GetLinearVelocityFromWorldPoint(b2Vec2)

Box2D.Common.b2Vec2 GetLinearVelocityFromWorldPoint(b2Vec2)(Box2D.Common.b2Vec2 worldPoint)
Parameters:
worldPoint (Box2D.Common.b2Vec2)
Returns:
Box2D.Common.b2Vec2

GetLocalPoint(b2Vec2)

Box2D.Common.b2Vec2 GetLocalPoint(b2Vec2)(Box2D.Common.b2Vec2 worldPoint)
Parameters:
worldPoint (Box2D.Common.b2Vec2)
Returns:
Box2D.Common.b2Vec2

GetLocalVector(b2Vec2)

Box2D.Common.b2Vec2 GetLocalVector(b2Vec2)(Box2D.Common.b2Vec2 worldVector)
Parameters:
worldVector (Box2D.Common.b2Vec2)
Returns:
Box2D.Common.b2Vec2

GetMassData()

Box2D.Collision.Shapes.b2MassData GetMassData()()
Returns:
Box2D.Collision.Shapes.b2MassData

GetWorldPoint(b2Vec2)

Box2D.Common.b2Vec2 GetWorldPoint(b2Vec2)(Box2D.Common.b2Vec2 localPoint)
Parameters:
localPoint (Box2D.Common.b2Vec2)
Returns:
Box2D.Common.b2Vec2

GetWorldVector(b2Vec2)

Box2D.Common.b2Vec2 GetWorldVector(b2Vec2)(Box2D.Common.b2Vec2 localVector)
Parameters:
localVector (Box2D.Common.b2Vec2)
Returns:
Box2D.Common.b2Vec2

IsActive()

System.Boolean IsActive()()
Returns:
System.Boolean

IsAwake()

System.Boolean IsAwake()()
Returns:
System.Boolean

IsBullet()

System.Boolean IsBullet()()
Returns:
System.Boolean

IsFixedRotation()

System.Boolean IsFixedRotation()()
Returns:
System.Boolean

IsSleepingAllowed()

System.Boolean IsSleepingAllowed()()
Returns:
System.Boolean

ResetMassData()

ResetMassData()()

SetActive(bool)

SetActive(bool)(System.Boolean flag)
Parameters:
flag (System.Boolean)

SetAwake(bool)

SetAwake(bool)(System.Boolean flag)
Parameters:
flag (System.Boolean)

SetBullet(bool)

SetBullet(bool)(System.Boolean flag)
Parameters:
flag (System.Boolean)

SetFixedRotation(bool)

SetFixedRotation(bool)(System.Boolean flag)
Parameters:
flag (System.Boolean)

SetMassData(b2MassData)

SetMassData(b2MassData)(Box2D.Collision.Shapes.b2MassData massData)
Parameters:
massData (Box2D.Collision.Shapes.b2MassData)

SetSleepingAllowed(bool)

SetSleepingAllowed(bool)(System.Boolean flag)
Parameters:
flag (System.Boolean)

SetTransform(b2Vec2, float)

SetTransform(b2Vec2, float)(Box2D.Common.b2Vec2 position, System.Single angle)
Parameters:
position (Box2D.Common.b2Vec2)
angle (System.Single)

SetType(b2BodyType)

SetType(b2BodyType)(Box2D.Dynamics.b2BodyType type)
Parameters:
type (Box2D.Dynamics.b2BodyType)

ShouldCollide(b2Body)

System.Boolean ShouldCollide(b2Body)(Box2D.Dynamics.b2Body other)
Parameters:
other (Box2D.Dynamics.b2Body)
Returns:
System.Boolean

SynchronizeFixtures()

SynchronizeFixtures()()

SynchronizeTransform()

SynchronizeTransform()()