00001
00002
00007 @interface ChipmunkBody : NSObject <ChipmunkBaseObject> {
00008 @private
00009 cpBody _body;
00010 id data;
00011 }
00012
00017 + (id)bodyWithMass:(cpFloat)mass andMoment:(cpFloat)moment;
00018
00023 + (id)staticBody;
00024
00029 - (id)initWithMass:(cpFloat)mass andMoment:(cpFloat)moment;
00030
00035 - (id)initStaticBody;
00036
00038 @property cpFloat mass;
00039
00041 @property cpFloat moment;
00042
00044 @property cpVect pos;
00045
00047 @property cpVect vel;
00048
00050 @property cpVect force;
00051
00053 @property cpFloat angle;
00054
00056 @property cpFloat angVel;
00057
00059 @property cpFloat torque;
00060
00062 @property (readonly) cpVect rot;
00063
00065 @property (readonly) cpBody *body;
00066
00071 @property (assign) id data;
00072
00074 @property (readonly) bool isSleeping;
00075
00077 @property (readonly) bool isRogue;
00078
00080 @property (readonly) bool isStatic;
00081
00086 - (cpVect)local2world:(cpVect)v;
00087
00092 - (cpVect)world2local:(cpVect)v;
00093
00098 - (void)resetForces;
00099
00105 - (void)applyForce:(cpVect)force offset:(cpVect)offset;
00106
00112 - (void)applyImpulse:(cpVect)impulse offset:(cpVect)offset;
00113
00115 - (void)activate;
00116
00123 - (void)sleepWithGroup:(ChipmunkBody *)group;
00124
00128 - (void)sleep;
00129
00131 - (void)addToSpace:(ChipmunkSpace *)space;
00133 - (void)removeFromSpace:(ChipmunkSpace *)space;
00134
00135 @end