ackb2d 0.9
3D Gamestudio Box 2d Wraper
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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__