AppEasy Core SDK  1.5.0
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CzBox2dBody Class Reference

#include <CzBox2d.h>

Inheritance diagram for CzBox2dBody:
CzBox2dCollidable

List of all members.

Public Member Functions

void setWorld (CzBox2dWorld *world)
CzBox2dWorldgetWorld ()
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)
CzBox2dMaterialgetBodyMaterial ()
CzVector< IzBox2dJoint * > & getJointsList ()
void addJoint (IzBox2dJoint *joint)
IzBox2dJointgetJoint (int index)
IzBox2dJointfindJoint (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

CzBox2dWorldWorld
b2Body * Body
CzVector< b2Fixture * > Fixtures
CzBox2dMaterialBodyMaterial
CzVector< CzShape * > BodyShapes
CzVector< IzBox2dJoint * > Joints
int CollisionFlags

Constructor & Destructor Documentation


Member Function Documentation

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)
IzBox2dJoint * CzBox2dBody::findJoint ( unsigned int  name_hash)
b2Body* CzBox2dBody::getBody ( ) [inline]
int CzBox2dBody::getCollisionFlags ( ) const [inline]
b2Fixture* CzBox2dBody::getFixture ( int  index) [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::SetActive ( bool  active) [inline]
void CzBox2dBody::setAsSensor ( bool  enable)
void CzBox2dBody::SetAwake ( bool  awake) [inline]
void CzBox2dBody::setCollisionFlags ( int  category_flags,
int  mask_flags,
int  collision_group 
)
void CzBox2dBody::setWorld ( CzBox2dWorld world) [inline]

Member Data Documentation

b2Body* CzBox2dBody::Body [protected]
int CzBox2dBody::CollisionFlags [protected]
CzVector<b2Fixture*> CzBox2dBody::Fixtures [protected]

The documentation for this class was generated from the following files: