Package | Description |
---|---|
org.bytedeco.liquidfun |
Modifier and Type | Method and Description |
---|---|
b2Body |
b2ParticleBodyContact.body()
The body making contact.
|
b2Body |
b2ParticleBodyContact.body()
The body making contact.
|
b2Body |
b2JointDef.bodyA()
The first attached body.
|
b2Body |
b2JointDef.bodyA()
The first attached body.
|
b2Body |
b2JointDef.bodyB()
The second attached body.
|
b2Body |
b2JointDef.bodyB()
The second attached body.
|
b2Body |
b2World.CreateBody(b2BodyDef def)
Create a rigid body given a definition.
|
b2Body |
b2World.CreateBody(b2BodyDef def)
Create a rigid body given a definition.
|
b2Body |
b2Fixture.GetBody()
Get the parent body of this fixture.
|
b2Body |
b2Fixture.GetBody()
Get the parent body of this fixture.
|
b2Body |
b2Joint.GetBodyA()
Get the first body attached to this joint.
|
b2Body |
b2Joint.GetBodyA()
Get the first body attached to this joint.
|
b2Body |
b2Joint.GetBodyB()
Get the second body attached to this joint.
|
b2Body |
b2Joint.GetBodyB()
Get the second body attached to this joint.
|
b2Body |
b2World.GetBodyList()
Get the world body list.
|
b2Body |
b2World.GetBodyList()
Get the world body list.
|
b2Body |
b2Body.GetNext()
Get the next body in the world's body list.
|
b2Body |
b2Body.GetNext()
Get the next body in the world's body list.
|
b2Body |
b2ContactEdge.other()
provides quick access to the other body attached.
|
b2Body |
b2JointEdge.other()
provides quick access to the other body attached.
|
b2Body |
b2JointEdge.other()
provides quick access to the other body attached.
|
b2Body |
b2ContactEdge.other()
provides quick access to the other body attached.
|
Modifier and Type | Method and Description |
---|---|
b2ParticleBodyContact |
b2ParticleBodyContact.body(b2Body setter) |
b2ParticleBodyContact |
b2ParticleBodyContact.body(b2Body setter) |
b2JointDef |
b2JointDef.bodyA(b2Body setter) |
b2JointDef |
b2JointDef.bodyA(b2Body setter) |
b2JointDef |
b2JointDef.bodyB(b2Body setter) |
b2JointDef |
b2JointDef.bodyB(b2Body setter) |
void |
b2World.DestroyBody(b2Body body)
Destroy a rigid body.
|
void |
b2World.DestroyBody(b2Body body)
Destroy a rigid body.
|
void |
b2MotorJointDef.Initialize(b2Body bodyA,
b2Body bodyB)
Initialize the bodies and offsets using the current transforms.
|
void |
b2MotorJointDef.Initialize(b2Body bodyA,
b2Body bodyB)
Initialize the bodies and offsets using the current transforms.
|
void |
b2FrictionJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 anchor)
Initialize the bodies, anchors, axis, and reference angle using the world
anchor and world axis.
|
void |
b2RevoluteJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 anchor)
Initialize the bodies, anchors, and reference angle using a world
anchor point.
|
void |
b2WeldJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 anchor)
Initialize the bodies, anchors, and reference angle using a world
anchor point.
|
void |
b2WeldJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 anchor)
Initialize the bodies, anchors, and reference angle using a world
anchor point.
|
void |
b2RevoluteJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 anchor)
Initialize the bodies, anchors, and reference angle using a world
anchor point.
|
void |
b2FrictionJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 anchor)
Initialize the bodies, anchors, axis, and reference angle using the world
anchor and world axis.
|
void |
b2DistanceJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 anchorA,
b2Vec2 anchorB)
Initialize the bodies, anchors, and length using the world
anchors.
|
void |
b2PrismaticJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 anchor,
b2Vec2 axis)
Initialize the bodies, anchors, axis, and reference angle using the world
anchor and unit world axis.
|
void |
b2WheelJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 anchor,
b2Vec2 axis)
Initialize the bodies, anchors, axis, and reference angle using the world
anchor and world axis.
|
void |
b2WheelJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 anchor,
b2Vec2 axis)
Initialize the bodies, anchors, axis, and reference angle using the world
anchor and world axis.
|
void |
b2PrismaticJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 anchor,
b2Vec2 axis)
Initialize the bodies, anchors, axis, and reference angle using the world
anchor and unit world axis.
|
void |
b2DistanceJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 anchorA,
b2Vec2 anchorB)
Initialize the bodies, anchors, and length using the world
anchors.
|
void |
b2PulleyJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 groundAnchorA,
b2Vec2 groundAnchorB,
b2Vec2 anchorA,
b2Vec2 anchorB,
float ratio)
Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
|
void |
b2PulleyJointDef.Initialize(b2Body bodyA,
b2Body bodyB,
b2Vec2 groundAnchorA,
b2Vec2 groundAnchorB,
b2Vec2 anchorA,
b2Vec2 anchorB,
float ratio)
Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
|
b2ContactEdge |
b2ContactEdge.other(b2Body setter) |
b2JointEdge |
b2JointEdge.other(b2Body setter) |
b2JointEdge |
b2JointEdge.other(b2Body setter) |
b2ContactEdge |
b2ContactEdge.other(b2Body setter) |
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