| ApplyAngularImpulse(float32 impulse) | b2Body | [inline] |
| ApplyForce(const b2Vec2 &force, const b2Vec2 &point) | b2Body | [inline] |
| ApplyLinearImpulse(const b2Vec2 &impulse, const b2Vec2 &point) | b2Body | [inline] |
| ApplyTorque(float32 torque) | b2Body | [inline] |
| b2ContactManager class | b2Body | [friend] |
| b2ContactSolver class | b2Body | [friend] |
| b2DistanceJoint class | b2Body | [friend] |
| b2FrictionJoint class | b2Body | [friend] |
| b2GearJoint class | b2Body | [friend] |
| b2Island class | b2Body | [friend] |
| b2LineJoint class | b2Body | [friend] |
| b2MouseJoint class | b2Body | [friend] |
| b2PrismaticJoint class | b2Body | [friend] |
| b2PulleyJoint class | b2Body | [friend] |
| b2RevoluteJoint class | b2Body | [friend] |
| b2TOISolver class | b2Body | [friend] |
| b2WeldJoint class | b2Body | [friend] |
| b2World class | b2Body | [friend] |
| CreateFixture(const b2FixtureDef *def) | b2Body | |
| CreateFixture(const b2Shape *shape, float32 density) | b2Body | |
| DestroyFixture(b2Fixture *fixture) | b2Body | |
| GetAngle() const | b2Body | [inline] |
| GetAngularDamping() const | b2Body | [inline] |
| GetAngularVelocity() const | b2Body | [inline] |
| GetContactList() | b2Body | [inline] |
| GetContactList() const | b2Body | [inline] |
| GetFixtureList() | b2Body | [inline] |
| GetFixtureList() const | b2Body | [inline] |
| GetInertia() const | b2Body | [inline] |
| GetJointList() | b2Body | [inline] |
| GetJointList() const | b2Body | [inline] |
| GetLinearDamping() const | b2Body | [inline] |
| GetLinearVelocity() const | b2Body | [inline] |
| GetLinearVelocityFromLocalPoint(const b2Vec2 &localPoint) const | b2Body | [inline] |
| GetLinearVelocityFromWorldPoint(const b2Vec2 &worldPoint) const | b2Body | [inline] |
| GetLocalCenter() const | b2Body | [inline] |
| GetLocalPoint(const b2Vec2 &worldPoint) const | b2Body | [inline] |
| GetLocalVector(const b2Vec2 &worldVector) const | b2Body | [inline] |
| GetMass() const | b2Body | [inline] |
| GetMassData(b2MassData *data) const | b2Body | [inline] |
| GetNext() | b2Body | [inline] |
| GetNext() const | b2Body | [inline] |
| GetPosition() const | b2Body | [inline] |
| GetTransform() const | b2Body | [inline] |
| GetType() const | b2Body | [inline] |
| GetUserData() const | b2Body | [inline] |
| GetWorld() | b2Body | [inline] |
| GetWorld() const | b2Body | [inline] |
| GetWorldCenter() const | b2Body | [inline] |
| GetWorldPoint(const b2Vec2 &localPoint) const | b2Body | [inline] |
| GetWorldVector(const b2Vec2 &localVector) const | b2Body | [inline] |
| IsActive() const | b2Body | [inline] |
| IsAwake() const | b2Body | [inline] |
| IsBullet() const | b2Body | [inline] |
| IsFixedRotation() const | b2Body | [inline] |
| IsSleepingAllowed() const | b2Body | [inline] |
| ResetMassData() | b2Body | |
| SetActive(bool flag) | b2Body | |
| SetAngularDamping(float32 angularDamping) | b2Body | [inline] |
| SetAngularVelocity(float32 omega) | b2Body | [inline] |
| SetAwake(bool flag) | b2Body | [inline] |
| SetBullet(bool flag) | b2Body | [inline] |
| SetFixedRotation(bool flag) | b2Body | [inline] |
| SetLinearDamping(float32 linearDamping) | b2Body | [inline] |
| SetLinearVelocity(const b2Vec2 &v) | b2Body | [inline] |
| SetMassData(const b2MassData *data) | b2Body | |
| SetSleepingAllowed(bool flag) | b2Body | [inline] |
| SetTransform(const b2Vec2 &position, float32 angle) | b2Body | |
| SetType(b2BodyType type) | b2Body | |
| SetUserData(void *data) | b2Body | [inline] |
1.6.3