Box2D
2.3.0
A 2D Physics Engine for Games
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A rigid body. These are created via b2World::CreateBody. More...
#include <b2Body.h>
Public Member Functions | |
b2Fixture * | CreateFixture (const b2FixtureDef *def) |
b2Fixture * | CreateFixture (const b2Shape *shape, float32 density) |
void | DestroyFixture (b2Fixture *fixture) |
void | SetTransform (const b2Vec2 &position, float32 angle) |
const b2Transform & | GetTransform () const |
const b2Vec2 & | GetPosition () const |
float32 | GetAngle () const |
const b2Vec2 & | GetWorldCenter () const |
Get the world position of the center of mass. | |
const b2Vec2 & | GetLocalCenter () const |
Get the local position of the center of mass. | |
void | SetLinearVelocity (const b2Vec2 &v) |
const b2Vec2 & | GetLinearVelocity () const |
void | SetAngularVelocity (float32 omega) |
float32 | GetAngularVelocity () const |
void | ApplyForce (const b2Vec2 &force, const b2Vec2 &point, bool wake) |
void | ApplyForceToCenter (const b2Vec2 &force, bool wake) |
void | ApplyTorque (float32 torque, bool wake) |
void | ApplyLinearImpulse (const b2Vec2 &impulse, const b2Vec2 &point, bool wake) |
void | ApplyAngularImpulse (float32 impulse, bool wake) |
float32 | GetMass () const |
float32 | GetInertia () const |
void | GetMassData (b2MassData *data) const |
void | SetMassData (const b2MassData *data) |
void | ResetMassData () |
b2Vec2 | GetWorldPoint (const b2Vec2 &localPoint) const |
b2Vec2 | GetWorldVector (const b2Vec2 &localVector) const |
b2Vec2 | GetLocalPoint (const b2Vec2 &worldPoint) const |
b2Vec2 | GetLocalVector (const b2Vec2 &worldVector) const |
b2Vec2 | GetLinearVelocityFromWorldPoint (const b2Vec2 &worldPoint) const |
b2Vec2 | GetLinearVelocityFromLocalPoint (const b2Vec2 &localPoint) const |
float32 | GetLinearDamping () const |
Get the linear damping of the body. | |
void | SetLinearDamping (float32 linearDamping) |
Set the linear damping of the body. | |
float32 | GetAngularDamping () const |
Get the angular damping of the body. | |
void | SetAngularDamping (float32 angularDamping) |
Set the angular damping of the body. | |
float32 | GetGravityScale () const |
Get the gravity scale of the body. | |
void | SetGravityScale (float32 scale) |
Set the gravity scale of the body. | |
void | SetType (b2BodyType type) |
Set the type of this body. This may alter the mass and velocity. | |
b2BodyType | GetType () const |
Get the type of this body. | |
void | SetBullet (bool flag) |
Should this body be treated like a bullet for continuous collision detection? | |
bool | IsBullet () const |
Is this body treated like a bullet for continuous collision detection? | |
void | SetSleepingAllowed (bool flag) |
bool | IsSleepingAllowed () const |
Is this body allowed to sleep. | |
void | SetAwake (bool flag) |
bool | IsAwake () const |
void | SetActive (bool flag) |
bool | IsActive () const |
Get the active state of the body. | |
void | SetFixedRotation (bool flag) |
bool | IsFixedRotation () const |
Does this body have fixed rotation? | |
b2Fixture * | GetFixtureList () |
Get the list of all fixtures attached to this body. | |
const b2Fixture * | GetFixtureList () const |
b2JointEdge * | GetJointList () |
Get the list of all joints attached to this body. | |
const b2JointEdge * | GetJointList () const |
b2ContactEdge * | GetContactList () |
const b2ContactEdge * | GetContactList () const |
b2Body * | GetNext () |
Get the next body in the world's body list. | |
const b2Body * | GetNext () const |
void * | GetUserData () const |
Get the user data pointer that was provided in the body definition. | |
void | SetUserData (void *data) |
Set the user data. Use this to store your application specific data. | |
b2World * | GetWorld () |
Get the parent world of this body. | |
const b2World * | GetWorld () const |
void | Dump () |
Dump this body to a log file. | |
A rigid body. These are created via b2World::CreateBody.
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Apply an angular impulse.
impulse | the angular impulse in units of kg*m*m/s |
wake | also wake up the body |
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. |
wake | also wake up the body |
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Apply a force to the center of mass. This wakes up the body.
force | the world force vector, usually in Newtons (N). |
wake | also wake up the body |
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. |
wake | also wake up the body |
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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. |
wake | also wake up the body |
b2Fixture * b2Body::CreateFixture | ( | 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). |
void b2Body::DestroyFixture | ( | b2Fixture * | fixture | ) |
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. |
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Get the angle in radians.
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Get the angular velocity.
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Get the list of all contacts attached to this body.
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Get the rotational inertia of the body about the local origin.
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Get the linear velocity of the center of mass.
Get the world velocity of a local point.
a | point in local coordinates. |
Get the world linear velocity of a world point attached to this body.
a | point in world coordinates. |
Gets a local point relative to the body's origin given a world point.
a | point in world coordinates. |
Gets a local vector given a world vector.
a | vector in world coordinates. |
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Get the total mass of the body.
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Get the mass data of the body.
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Get the world body origin position.
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Get the body transform for the body's origin.
Get the world coordinates of a point given the local coordinates.
localPoint | a point on the body measured relative the the body's origin. |
Get the world coordinates of a vector given the local coordinates.
localVector | a vector fixed in the body. |
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Get the sleeping state of this body.
void b2Body::ResetMassData | ( | ) |
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 | ( | bool | 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.
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Set the angular velocity.
omega | the new angular velocity in radians/second. |
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Set the sleep state of the body. A sleeping body has very low CPU cost.
flag | set to true to wake the body, false to put it to sleep. |
void b2Body::SetFixedRotation | ( | bool | flag | ) |
Set this body to have fixed rotation. This causes the mass to be reset.
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Set the linear velocity of the center of mass.
v | the new linear velocity of the center of mass. |
void b2Body::SetMassData | ( | 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. |
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You can disable sleeping on this body. If you disable sleeping, the body will be woken.
void b2Body::SetTransform | ( | const b2Vec2 & | position, |
float32 | angle | ||
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Set the position of the body's origin and rotation. Manipulating a body's transform may cause non-physical behavior. Note: contacts are updated on the next call to b2World::Step.
position | the world position of the body's local origin. |
angle | the world rotation in radians. |