ime::Body Member List

This is the complete list of members for ime::Body, including all inherited members.

applyAngularImpulse(float impulse, bool wake=true)ime::Body
applyForce(Vector2f force, Vector2f point, bool wake=true)ime::Body
applyForceToCenter(Vector2f force, bool wake=true)ime::Body
applyLinearImpulse(Vector2f impulse, Vector2f point, bool wake=true)ime::Body
applyLinearImpulseToCenter(Vector2f impulse, bool wake=true)ime::Body
applyTorque(float torque, bool wake=true)ime::Body
attachCollider(Collider::Ptr collider)ime::Body
Body(const Body &)=deleteime::Body
Body(Body &&) noexceptime::Body
Callback typedefime::Body
ConstPtr typedefime::Body
copy() constime::Body
emit(const std::string &event)ime::Objectprotected
emitChange(const Property &property)ime::Objectprotected
emitCollisionEvent(const std::string &event, const Body::Ptr &other) (defined in ime::Body)ime::Body
forEachCollider(Callback< Collider::Ptr > callback)ime::Body
getAngularDamping() constime::Body
getAngularVelocity() constime::Body
getClassName() const overrideime::Bodyvirtual
getClassType() constime::Objectvirtual
getColliderById(unsigned int id)ime::Body
getGameObject()ime::Body
getGameObject() const (defined in ime::Body)ime::Body
getGravityScale() constime::Body
getInertia() constime::Body
getInternalBody() (defined in ime::Body)ime::Body
getInternalBody() const (defined in ime::Body)ime::Body
getLinearDamping() constime::Body
getLinearVelocity() constime::Body
getLinearVelocityFromLocalPoint(Vector2f localPoint) constime::Body
getLinearVelocityFromWorldPoint(Vector2f worldPoint) constime::Body
getLocalCenter() constime::Body
getLocalPoint(Vector2f worldPoint) constime::Body
getLocalRotation(Vector2f worldVector) constime::Body
getMass() constime::Body
getObjectId() constime::Object
getPosition() constime::Body
getRotation() constime::Body
getTag() constime::Object
getType() constime::Body
getUserData()ime::Body
getWorld()ime::Body
getWorld() const (defined in ime::Body)ime::Body
getWorldCenter() constime::Body
getWorldPoint(Vector2f localPoint) constime::Body
getWorldRotation(Vector2f localVector) constime::Body
isAwake() constime::Body
isEnabled() constime::Body
isFastBody() constime::Body
isFixedRotation() constime::Body
isSleepingAllowed() constime::Body
Object()ime::Object
Object(const Object &)ime::Object
Object(Object &&) noexcept=defaultime::Object
onCollisionEnd(Callback< Body::Ptr, Body::Ptr > callback)ime::Body
onCollisionStart(Callback< Body::Ptr, Body::Ptr > callback)ime::Body
onDestruction(const Callback<> &callback)ime::Object
onEvent(const std::string &event, const Callback<> &callback)ime::Object
onPropertyChange(const std::string &property, const Callback< Property > &callback)ime::Object
onPropertyChange(const Callback< Property > &callback)ime::Object
operator!=(const Object &rhs) constime::Object
operator=(const Body &)=deleteime::Body
operator=(Body &&) noexceptime::Body
ime::Object::operator=(const Object &)ime::Object
ime::Object::operator=(Object &&) noexcept=defaultime::Object
operator==(const Object &rhs) constime::Object
Ptr typedefime::Body
removeColliderWithId(unsigned int id)ime::Body
removeDestructionListener(int id)ime::Object
setAngularDamping(float damping)ime::Body
setAngularVelocity(float degrees)ime::Body
setAwake(bool awake)ime::Body
setEnabled(bool enable)ime::Body
setFastBody(bool fast)ime::Body
setFixedRotation(bool rotate)ime::Body
setGravityScale(float scale)ime::Body
setLinearDamping(float damping)ime::Body
setLinearVelocity(Vector2f velocity)ime::Body
setPosition(Vector2f position)ime::Body
setRotation(float angle)ime::Body
setSleepingAllowed(bool sleeps)ime::Body
setTag(const std::string &tag)ime::Object
setType(Type type)ime::Body
Type enum nameime::Body
unsubscribe(const std::string &event, int id)ime::Object
World classime::Bodyfriend
WorldPtr typedefime::Body
~Body() overrideime::Body
~Object()ime::Objectvirtual