b2Body
b2Body
Box2D.DynamicsInheritance: 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.Int32Example
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.b2FixtureCreateFixture(b2FixtureDef)
Box2D.Dynamics.b2Fixture CreateFixture(b2FixtureDef)(Box2D.Dynamics.b2FixtureDef def)Parameters:
def (Box2D.Dynamics.b2FixtureDef)Returns:
Box2D.Dynamics.b2FixtureDestroyFixture(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.b2Vec2GetLinearVelocityFromWorldPoint(b2Vec2)
Box2D.Common.b2Vec2 GetLinearVelocityFromWorldPoint(b2Vec2)(Box2D.Common.b2Vec2 worldPoint)Parameters:
worldPoint (Box2D.Common.b2Vec2)Returns:
Box2D.Common.b2Vec2GetLocalPoint(b2Vec2)
Box2D.Common.b2Vec2 GetLocalPoint(b2Vec2)(Box2D.Common.b2Vec2 worldPoint)Parameters:
worldPoint (Box2D.Common.b2Vec2)Returns:
Box2D.Common.b2Vec2GetLocalVector(b2Vec2)
Box2D.Common.b2Vec2 GetLocalVector(b2Vec2)(Box2D.Common.b2Vec2 worldVector)Parameters:
worldVector (Box2D.Common.b2Vec2)Returns:
Box2D.Common.b2Vec2GetMassData()
Box2D.Collision.Shapes.b2MassData GetMassData()()Returns:
Box2D.Collision.Shapes.b2MassDataGetWorldPoint(b2Vec2)
Box2D.Common.b2Vec2 GetWorldPoint(b2Vec2)(Box2D.Common.b2Vec2 localPoint)Parameters:
localPoint (Box2D.Common.b2Vec2)Returns:
Box2D.Common.b2Vec2GetWorldVector(b2Vec2)
Box2D.Common.b2Vec2 GetWorldVector(b2Vec2)(Box2D.Common.b2Vec2 localVector)Parameters:
localVector (Box2D.Common.b2Vec2)Returns:
Box2D.Common.b2Vec2IsActive()
System.Boolean IsActive()()Returns:
System.BooleanIsAwake()
System.Boolean IsAwake()()Returns:
System.BooleanIsBullet()
System.Boolean IsBullet()()Returns:
System.BooleanIsFixedRotation()
System.Boolean IsFixedRotation()()Returns:
System.BooleanIsSleepingAllowed()
System.Boolean IsSleepingAllowed()()Returns:
System.BooleanResetMassData()
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.BooleanSynchronizeFixtures()
SynchronizeFixtures()()SynchronizeTransform()
SynchronizeTransform()()