Axmol 3.0.0-89d6d9a
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Rigidbody2D Member List

This is the complete list of members for Rigidbody2D, including all inherited members.

addCollider(Collider2D *collider, bool addMassAndMoment=true)Rigidbody2Dvirtual
applyForce(const Vec2 &force, const Vec2 &offset=Vec2::zero)Rigidbody2Dvirtual
applyImpulse(const Vec2 &impulse, const Vec2 &offset=Vec2::zero)Rigidbody2Dvirtual
applyTorque(float torque)Rigidbody2Dvirtual
create()Rigidbody2Dstatic
createBox(const Vec2 &size, const PhysicsMaterial2D &material=PHYSICS_MATERIAL_2D_DEFAULT, const Vec2 &offset=Vec2::zero)Rigidbody2Dstatic
createCircle(float radius, const PhysicsMaterial2D &material=PHYSICS_MATERIAL_2D_DEFAULT, const Vec2 &offset=Vec2::zero)Rigidbody2Dstatic
createEdgeBox(const Vec2 &size, const PhysicsMaterial2D &material=PHYSICS_MATERIAL_2D_DEFAULT, const Vec2 &offset=Vec2::zero)Rigidbody2Dstatic
createEdgeChain(std::span< const Vec2 > points, const PhysicsMaterial2D &material=PHYSICS_MATERIAL_2D_DEFAULT)Rigidbody2Dstatic
createEdgePolygon(std::span< const Vec2 > points, const PhysicsMaterial2D &material=PHYSICS_MATERIAL_2D_DEFAULT)Rigidbody2Dstatic
createEdgeSegment(const Vec2 &a, const Vec2 &b, const PhysicsMaterial2D &material=PHYSICS_MATERIAL_2D_DEFAULT)Rigidbody2Dstatic
createPolygon(std::span< const Vec2 > points, const PhysicsMaterial2D &material=PHYSICS_MATERIAL_2D_DEFAULT, const Vec2 &offset=Vec2::zero)Rigidbody2Dstatic
getAngleRadians()Rigidbody2D
getAngularDamping() constRigidbody2Dinline
getAngularVelocity()Rigidbody2Dvirtual
getAngularVelocityLimit()Rigidbody2Dvirtual
getBodyType() constRigidbody2Dinline
getCategoryBits() constRigidbody2D
getCollider(int tag) constRigidbody2D
getColliders() constRigidbody2Dinline
getCollisionDetectionMode() constRigidbody2Dinline
getCollisionMaskBits() constRigidbody2D
getFirstCollider() constRigidbody2Dinline
getGravityScale() constRigidbody2Dinline
getGroup() constRigidbody2D
getLinearDamping() constRigidbody2Dinline
getMass() constRigidbody2Dinline
getMoment() constRigidbody2Dinline
getNode() constRigidbody2Dinline
getPosition() constRigidbody2D
getPositionOffset() constRigidbody2Dinline
getRotation()Rigidbody2D
getRotationOffset() constRigidbody2Dinline
getTag() constRigidbody2Dinline
getVelocity()Rigidbody2Dvirtual
getVelocityAtLocalPoint(const Vec2 &point)Rigidbody2Dvirtual
getVelocityAtWorldPoint(const Vec2 &point)Rigidbody2Dvirtual
getVelocityLimit()Rigidbody2Dvirtual
getWorld() constRigidbody2Dinline
internalHandle() constRigidbody2Dinline
isAttached() constRigidbody2D
isDynamic() constRigidbody2Dinline
isGravityEnabled() constRigidbody2Dinline
isKinematic() constRigidbody2Dinline
isRotationEnabled() constRigidbody2Dinline
local2World(const Vec2 &point)Rigidbody2D
removeAllColliders(bool reduceMassAndMoment=true)Rigidbody2D
removeCollider(Collider2D *collider, bool reduceMassAndMoment=true)Rigidbody2D
removeCollider(int tag, bool reduceMassAndMoment=true)Rigidbody2D
removeFromWorld()Rigidbody2D
resetForces()Rigidbody2Dvirtual
setAngularDamping(float damping)Rigidbody2Dinline
setAngularVelocity(float velocity)Rigidbody2Dvirtual
setAngularVelocityLimit(float limit)Rigidbody2Dvirtual
setBodyType(BodyType bodyType)Rigidbody2D
setCategoryBits(uint64_t categoryBits)Rigidbody2D
setCollisionDetectionMode(CollisionDetectionMode mode)Rigidbody2D
setCollisionMaskBits(int maskBits)Rigidbody2D
setDynamic()Rigidbody2Dinline
setEnabled(bool enable) overrideRigidbody2D
setEventEnabled(ContactEventBits events, bool enabled)Rigidbody2D
setGravityEnabled(bool enabled)Rigidbody2Dinline
setGravityScale(float scale)Rigidbody2D
setGroup(int groupIndex)Rigidbody2D
setKinematic()Rigidbody2Dinline
setLinearDamping(float damping)Rigidbody2Dinline
setMass(float mass)Rigidbody2D
setMoment(float moment)Rigidbody2D
setPositionOffset(const Vec2 &position)Rigidbody2D
setRotationEnabled(bool enabled)Rigidbody2D
setRotationOffset(float rotation)Rigidbody2D
setTag(unsigned int tag)Rigidbody2Dinline
setVelocity(const Vec2 &velocity)Rigidbody2Dvirtual
setVelocityLimit(float limit)Rigidbody2Dvirtual
world2Local(const Vec2 &point)Rigidbody2D