ackb2d 0.9
3D Gamestudio Box 2d Wraper
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Go to the source code of this file.
Functions | |
b2Fixture * | b2Body_CreateFixture (b2Body *body, const b2FixtureDef *def) |
b2Fixture * | b2Body_CreateFixture2 (b2Body *body, const b2Shape *shape, var density) |
void | b2Body_DestroyFixture (b2Body *body, b2Fixture *fixture) |
void | b2Body_SetTransform (b2Body *body, const VECTOR *position, var angle) |
void | b2Body_GetTransform (b2Body *body, b2Transform *outTransform) |
void | b2Body_GetPosition (b2Body *body, VECTOR *outPosition) |
var | b2Body_GetAngle (b2Body *body) |
void | b2Body_GetWorldCenter (b2Body *body, VECTOR *outCenter) |
Get the world position of the center of mass. | |
void | b2Body_GetLocalCenter (b2Body *body, VECTOR *outCenter) |
Get the local position of the center of mass. | |
void | b2Body_SetLinearVelocity (b2Body *body, const VECTOR *v) |
void | b2Body_GetLinearVelocity (b2Body *body, VECTOR *velocity) |
void | b2Body_SetAngularVelocity (b2Body *body, var omega) |
var | b2Body_GetAngularVelocity (b2Body *body) |
void | b2Body_ApplyForce (b2Body *body, const VECTOR *force, const VECTOR *point) |
void | b2Body_ApplyTorque (b2Body *body, var torque) |
void | b2Body_ApplyLinearImpulse (b2Body *body, const VECTOR *impulse, const VECTOR *point) |
void | b2Body_ApplyAngularImpulse (b2Body *body, var impulse) |
var | b2Body_GetMass (b2Body *body) |
var | b2Body_GetInertia (b2Body *body) |
void | b2Body_GetMassData (b2Body *body, b2MassData *data) |
void | b2Body_SetMassData (b2Body *body, const b2MassData *data) |
void | b2Body_ResetMassData (b2Body *body) |
void | b2Body_GetWorldPoint (b2Body *body, const VECTOR *localPoint, VECTOR *outWorldPoint) |
void | b2Body_GetWorldVector (b2Body *body, const VECTOR *localVector, VECTOR *outWorldVector) |
void | b2Body_GetLocalPoint (b2Body *body, const VECTOR *worldPoint, VECTOR *outLocalPoint) |
void | b2Body_GetLocalVector (b2Body *body, const VECTOR *worldVector, VECTOR *outLocalVector) |
void | b2Body_GetLinearVelocityFromWorldPoint (b2Body *body, const VECTOR *worldPoint, VECTOR *outLinearVelocity) |
void | b2Body_GetLinearVelocityFromLocalPoint (b2Body *body, const VECTOR *localPoint, VECTOR *outLinearVelocity) |
var | b2Body_GetLinearDamping (b2Body *body) |
Get the linear damping of the body. | |
void | b2Body_SetLinearDamping (b2Body *body, var linearDamping) |
Set the linear damping of the body. | |
var | b2Body_GetAngularDamping (b2Body *body) |
Get the angular damping of the body. | |
void | b2Body_SetAngularDamping (b2Body *body, var angularDamping) |
Set the angular damping of the body. | |
void | b2Body_SetType (b2Body *body, var type) |
Set the type of this body. This may alter the mass and velocity. | |
var | b2Body_GetType (b2Body *body) |
Get the type of this body. | |
void | b2Body_SetBullet (b2Body *body, var flag) |
Should this body be treated like a bullet for continuous collision detection? | |
var | b2Body_IsBullet (b2Body *body) |
Is this body treated like a bullet for continuous collision detection? | |
void | b2Body_SetSleepingAllowed (b2Body *body, var flag) |
var | b2Body_IsSleepingAllowed (b2Body *body) |
Is this body allowed to sleep. | |
void | b2Body_SetAwake (b2Body *body, var flag) |
var | b2Body_IsAwake (b2Body *body) |
void | b2Body_SetActive (b2Body *body, var flag) |
var | b2Body_IsActive (b2Body *body) |
Get the active state of the body. | |
void | b2Body_SetFixedRotation (b2Body *body, var flag) |
var | b2Body_IsFixedRotation (b2Body *body) |
Does this body have fixed rotation? | |
b2Fixture * | b2Body_GetFixtureList (b2Body *body) |
Get the list of all fixtures attached to this body. | |
b2JointEdge * | b2Body_GetJointList (b2Body *body) |
Get the list of all joints attached to this body. | |
b2ContactEdge * | b2Body_GetContactList (b2Body *body) |
b2Body * | b2Body_GetNext (b2Body *body) |
Get the next body in the world's body list. | |
void * | b2Body_GetUserData (b2Body *body) |
Get the user data pointer that was provided in the body definition. | |
void | b2Body_SetUserData (b2Body *body, void *data) |
Set the user data. Use this to store your application specific data. | |
b2World * | b2Body_GetWorld (b2Body *body) |
Get the parent world of this body. |
void b2Body_ApplyAngularImpulse | ( | b2Body * | body, |
var | impulse | ||
) |
Apply an angular impulse.
impulse | the angular impulse in units of kg*m*m/s |
void b2Body_ApplyForce | ( | b2Body * | body, |
const VECTOR * | force, | ||
const VECTOR * | point | ||
) |
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body.
force | the world force vector, usually in Newtons (N). |
point | the world position of the point of application. |
void b2Body_ApplyLinearImpulse | ( | b2Body * | body, |
const VECTOR * | impulse, | ||
const VECTOR * | point | ||
) |
Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of application is not at the center of mass. This wakes up the body.
impulse | the world impulse vector, usually in N-seconds or kg-m/s. |
point | the world position of the point of application. |
void b2Body_ApplyTorque | ( | b2Body * | body, |
var | torque | ||
) |
Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass. This wakes up the body.
torque | about the z-axis (out of the screen), usually in N-m. |
b2Fixture* b2Body_CreateFixture | ( | b2Body * | body, |
const b2FixtureDef * | def | ||
) |
Creates a fixture and attach it to this body. Use this function if you need to set some fixture parameters, like friction. Otherwise you can create the fixture directly from a shape. If the density is non-zero, this function automatically updates the mass of the body. Contacts are not created until the next time step.
def | the fixture definition. |
Creates a fixture from a shape and attach it to this body. This is a convenience function. Use b2FixtureDef if you need to set parameters like friction, restitution, user data, or filtering. If the density is non-zero, this function automatically updates the mass of the body.
shape | the shape to be cloned. |
density | the shape density (set to zero for static bodies). |
Destroy a fixture. This removes the fixture from the broad-phase and destroys all contacts associated with this fixture. This will automatically adjust the mass of the body if the body is dynamic and the fixture has positive density. All fixtures attached to a body are implicitly destroyed when the body is destroyed.
fixture | the fixture to be removed. |
var b2Body_GetAngle | ( | b2Body * | body | ) |
Get the angle in radians.
var b2Body_GetAngularDamping | ( | b2Body * | body | ) |
Get the angular damping of the body.
var b2Body_GetAngularVelocity | ( | b2Body * | body | ) |
Get the angular velocity.
b2ContactEdge* b2Body_GetContactList | ( | b2Body * | body | ) |
Get the list of all contacts attached to this body.
Get the list of all fixtures attached to this body.
var b2Body_GetInertia | ( | b2Body * | body | ) |
Get the rotational inertia of the body about the local origin.
b2JointEdge* b2Body_GetJointList | ( | b2Body * | body | ) |
Get the list of all joints attached to this body.
var b2Body_GetLinearDamping | ( | b2Body * | body | ) |
Get the linear damping of the body.
void b2Body_GetLinearVelocity | ( | b2Body * | body, |
VECTOR * | velocity | ||
) |
Get the linear velocity of the center of mass.
void b2Body_GetLinearVelocityFromLocalPoint | ( | b2Body * | body, |
const VECTOR * | localPoint, | ||
VECTOR * | outLinearVelocity | ||
) |
Get the world velocity of a local point.
a | point in local coordinates. |
void b2Body_GetLinearVelocityFromWorldPoint | ( | b2Body * | body, |
const VECTOR * | worldPoint, | ||
VECTOR * | outLinearVelocity | ||
) |
Get the world linear velocity of a world point attached to this body.
a | point in world coordinates. |
void b2Body_GetLocalCenter | ( | b2Body * | body, |
VECTOR * | outCenter | ||
) |
Get the local position of the center of mass.
void b2Body_GetLocalPoint | ( | b2Body * | body, |
const VECTOR * | worldPoint, | ||
VECTOR * | outLocalPoint | ||
) |
Gets a local point relative to the body's origin given a world point.
a | point in world coordinates. |
void b2Body_GetLocalVector | ( | b2Body * | body, |
const VECTOR * | worldVector, | ||
VECTOR * | outLocalVector | ||
) |
Gets a local vector given a world vector.
a | vector in world coordinates. |
var b2Body_GetMass | ( | b2Body * | body | ) |
Get the total mass of the body.
void b2Body_GetMassData | ( | b2Body * | body, |
b2MassData * | data | ||
) |
Get the mass data of the body.
void b2Body_GetPosition | ( | b2Body * | body, |
VECTOR * | outPosition | ||
) |
Get the world body origin position.
void b2Body_GetTransform | ( | b2Body * | body, |
b2Transform * | outTransform | ||
) |
Get the body transform for the body's origin.
var b2Body_GetType | ( | b2Body * | body | ) |
Get the type of this body.
void* b2Body_GetUserData | ( | b2Body * | body | ) |
Get the user data pointer that was provided in the body definition.
void b2Body_GetWorldCenter | ( | b2Body * | body, |
VECTOR * | outCenter | ||
) |
Get the world position of the center of mass.
void b2Body_GetWorldPoint | ( | b2Body * | body, |
const VECTOR * | localPoint, | ||
VECTOR * | outWorldPoint | ||
) |
Get the world coordinates of a point given the local coordinates.
localPoint | a point on the body measured relative the the body's origin. |
void b2Body_GetWorldVector | ( | b2Body * | body, |
const VECTOR * | localVector, | ||
VECTOR * | outWorldVector | ||
) |
Get the world coordinates of a vector given the local coordinates.
localVector | a vector fixed in the body. |
var b2Body_IsActive | ( | b2Body * | body | ) |
Get the active state of the body.
var b2Body_IsAwake | ( | b2Body * | body | ) |
Get the sleeping state of this body.
var b2Body_IsBullet | ( | b2Body * | body | ) |
Is this body treated like a bullet for continuous collision detection?
var b2Body_IsFixedRotation | ( | b2Body * | body | ) |
Does this body have fixed rotation?
var b2Body_IsSleepingAllowed | ( | b2Body * | body | ) |
Is this body allowed to sleep.
void b2Body_ResetMassData | ( | b2Body * | body | ) |
This resets the mass properties to the sum of the mass properties of the fixtures. This normally does not need to be called unless you called SetMassData to override the mass and you later want to reset the mass.
void b2Body_SetActive | ( | b2Body * | body, |
var | flag | ||
) |
Set the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. If you pass a flag of true, all fixtures will be added to the broad-phase. If you pass a flag of false, all fixtures will be removed from the broad-phase and all contacts will be destroyed. Fixtures and joints are otherwise unaffected. You may continue to create/destroy fixtures and joints on inactive bodies. Fixtures on an inactive body are implicitly inactive and will not participate in collisions, ray-casts, or queries. Joints connected to an inactive body are implicitly inactive. An inactive body is still owned by a b2World object and remains in the body list.
void b2Body_SetAngularDamping | ( | b2Body * | body, |
var | angularDamping | ||
) |
Set the angular damping of the body.
void b2Body_SetAngularVelocity | ( | b2Body * | body, |
var | omega | ||
) |
Set the angular velocity.
omega | the new angular velocity in radians/second. |
void b2Body_SetAwake | ( | b2Body * | body, |
var | flag | ||
) |
Set the sleep state of the body. A sleeping body has very low CPU cost.
flag | set to true to put body to sleep, false to wake it. |
void b2Body_SetBullet | ( | b2Body * | body, |
var | flag | ||
) |
Should this body be treated like a bullet for continuous collision detection?
void b2Body_SetFixedRotation | ( | b2Body * | body, |
var | flag | ||
) |
Set this body to have fixed rotation. This causes the mass to be reset.
void b2Body_SetLinearDamping | ( | b2Body * | body, |
var | linearDamping | ||
) |
Set the linear damping of the body.
void b2Body_SetLinearVelocity | ( | b2Body * | body, |
const VECTOR * | v | ||
) |
Set the linear velocity of the center of mass.
v | the new linear velocity of the center of mass. |
void b2Body_SetMassData | ( | b2Body * | body, |
const b2MassData * | data | ||
) |
Set the mass properties to override the mass properties of the fixtures. Note that this changes the center of mass position. Note that creating or destroying fixtures can also alter the mass. This function has no effect if the body isn't dynamic.
massData | the mass properties. |
void b2Body_SetSleepingAllowed | ( | b2Body * | body, |
var | flag | ||
) |
You can disable sleeping on this body. If you disable sleeping, the body will be woken.
void b2Body_SetTransform | ( | b2Body * | body, |
const VECTOR * | position, | ||
var | angle | ||
) |
Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a body's transform may cause non-physical behavior.
position | the world position of the body's local origin. |
angle | the world rotation in radians. |
void b2Body_SetType | ( | b2Body * | body, |
var | type | ||
) |
Set the type of this body. This may alter the mass and velocity.
void b2Body_SetUserData | ( | b2Body * | body, |
void * | data | ||
) |
Set the user data. Use this to store your application specific data.