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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] |