Chipmunk's rigid body struct. More...
#include <cpBody.h>
Public Attributes | |
cpBodyVelocityFunc | velocity_func |
Function that is called to integrate the body's velocity. (Defaults to cpBodyUpdateVelocity). | |
cpBodyPositionFunc | position_func |
Function that is called to integrate the body's position. (Defaults to cpBodyUpdatePosition). | |
cpFloat | m |
Mass of the body. | |
cpFloat | m_inv |
Mass inverse. | |
cpFloat | i |
Moment of inertia of the body. | |
cpFloat | i_inv |
Moment of inertia inverse. | |
cpVect | p |
Position of the rigid body's center of gravity. | |
cpVect | v |
Velocity of the rigid body's center of gravity. | |
cpVect | f |
Force acting on the rigid body's center of gravity. | |
cpFloat | a |
Rotation of the body around it's center of gravity in radians. | |
cpFloat | w |
Angular velocity of the body around it's center of gravity in radians/second. | |
cpFloat | t |
Torque applied to the body around it's center of gravity. | |
cpVect | rot |
Cached unit length vector representing the angle of the body. | |
cpDataPointer | data |
User definable data pointer. | |
cpFloat | v_limit |
Maximum velocity allowed when updating the velocity. | |
cpFloat | w_limit |
Maximum rotational rate (in radians/second) allowed when updating the angular velocity. |
Chipmunk's rigid body struct.
cpFloat cpBody::a |
Rotation of the body around it's center of gravity in radians.
Must agree with cpBody.rot! Use cpBodySetAngle() when changing the angle for this reason.
User definable data pointer.
Generally this points to your the game object class so you can access it when given a cpBody reference in a callback.
cpFloat cpBody::i |
Moment of inertia of the body.
Must agree with cpBody.i_inv! Use cpBodySetMoment() when changing the moment for this reason.
cpFloat cpBody::m |
Mass of the body.
Must agree with cpBody.m_inv! Use cpBodySetMass() when changing the mass for this reason.
Cached unit length vector representing the angle of the body.
Used for fast rotations using cpvrotate().