ackb2d 0.9
3D Gamestudio Box 2d Wraper

b2Body.h

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00001 #ifndef __B2_BODY_H__
00002 #define __B2_BODY_H__
00003 
00011 b2Fixture* b2Body_CreateFixture(b2Body *body, const b2FixtureDef* def);
00012 
00020 b2Fixture* b2Body_CreateFixture2(b2Body *body, const b2Shape* shape, var density);
00021 
00029 void b2Body_DestroyFixture(b2Body *body, b2Fixture* fixture);
00030 
00036 void b2Body_SetTransform(b2Body *body, const VECTOR *position, var angle);
00037 
00040 void b2Body_GetTransform(b2Body *body, b2Transform *outTransform);
00041 
00044 void b2Body_GetPosition(b2Body *body, VECTOR *outPosition);
00045 
00048 var b2Body_GetAngle(b2Body *body);
00049 
00051 void b2Body_GetWorldCenter(b2Body *body, VECTOR *outCenter);
00052 
00054 void b2Body_GetLocalCenter(b2Body *body, VECTOR *outCenter);
00055 
00058 void b2Body_SetLinearVelocity(b2Body *body, const VECTOR *v);
00059 
00062 void b2Body_GetLinearVelocity(b2Body *body, VECTOR *velocity);
00063 
00066 void b2Body_SetAngularVelocity(b2Body *body, var omega);
00067 
00070 var b2Body_GetAngularVelocity(b2Body *body);
00071 
00077 void b2Body_ApplyForce(b2Body *body, const VECTOR *force, const VECTOR *point);
00078 
00083 void b2Body_ApplyTorque(b2Body *body, var torque);
00084 
00090 void b2Body_ApplyLinearImpulse(b2Body *body, const VECTOR *impulse, const VECTOR *point);
00091 
00094 void b2Body_ApplyAngularImpulse(b2Body *body, var impulse);
00095 
00098 var b2Body_GetMass(b2Body *body);
00099 
00102 var b2Body_GetInertia(b2Body *body);
00103 
00106 void b2Body_GetMassData(b2Body *body, b2MassData* data);
00107 
00113 void b2Body_SetMassData(b2Body *body, const b2MassData* data);
00114 
00118 void b2Body_ResetMassData(b2Body *body);
00119 
00123 void b2Body_GetWorldPoint(b2Body *body, const VECTOR *localPoint, VECTOR *outWorldPoint);
00124 
00128 void b2Body_GetWorldVector(b2Body *body, const VECTOR *localVector, VECTOR *outWorldVector);
00129 
00133 void b2Body_GetLocalPoint(b2Body *body, const VECTOR *worldPoint, VECTOR *outLocalPoint);
00134 
00138 void b2Body_GetLocalVector(b2Body *body, const VECTOR *worldVector, VECTOR *outLocalVector);
00139 
00143 void b2Body_GetLinearVelocityFromWorldPoint(b2Body *body, const VECTOR *worldPoint, VECTOR *outLinearVelocity);
00144 
00148 void b2Body_GetLinearVelocityFromLocalPoint(b2Body *body, const VECTOR *localPoint, VECTOR *outLinearVelocity);
00149 
00151 var b2Body_GetLinearDamping(b2Body *body);
00152 
00154 void b2Body_SetLinearDamping(b2Body *body, var linearDamping);
00155 
00157 var b2Body_GetAngularDamping(b2Body *body);
00158 
00160 void b2Body_SetAngularDamping(b2Body *body, var angularDamping);
00161 
00163 void b2Body_SetType(b2Body *body, var type);
00164 
00166 var b2Body_GetType(b2Body *body);
00167 
00169 void b2Body_SetBullet(b2Body *body, var flag);
00170 
00172 var b2Body_IsBullet(b2Body *body);
00173 
00176 void b2Body_SetSleepingAllowed(b2Body *body, var flag);
00177 
00179 var b2Body_IsSleepingAllowed(b2Body *body);
00180 
00184 void b2Body_SetAwake(b2Body *body, var flag);
00185 
00188 var b2Body_IsAwake(b2Body *body);
00189 
00203 void b2Body_SetActive(b2Body *body, var flag);
00204 
00206 var b2Body_IsActive(b2Body *body);
00207 
00210 void b2Body_SetFixedRotation(b2Body *body, var flag);
00211 
00213 var b2Body_IsFixedRotation(b2Body *body);
00214 
00216 b2Fixture* b2Body_GetFixtureList(b2Body *body);
00217 
00219 b2JointEdge* b2Body_GetJointList(b2Body *body);
00220 
00224 b2ContactEdge* b2Body_GetContactList(b2Body *body);
00225 
00227 b2Body* b2Body_GetNext(b2Body *body);
00228 
00230 void* b2Body_GetUserData(b2Body *body);
00231 
00233 void b2Body_SetUserData(b2Body *body, void* data);
00234 
00236 b2World* b2Body_GetWorld(b2Body *body);
00237 
00238 #endif // __B2_BODY_H__
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