00001
00002
00003 @class ChipmunkShape;
00004 @class ChipmunkConstraint;
00005
00010 @interface ChipmunkBody : NSObject <ChipmunkBaseObject> {
00011 @private
00012 cpBody _body;
00013 id data;
00014 }
00015
00020 + (id)bodyWithMass:(cpFloat)mass andMoment:(cpFloat)moment;
00021
00026 + (id)staticBody;
00027
00032 - (id)initWithMass:(cpFloat)mass andMoment:(cpFloat)moment;
00033
00038 - (id)initStaticBody;
00039
00041 @property cpFloat mass;
00042
00044 @property cpFloat moment;
00045
00047 @property cpVect pos;
00048
00050 @property cpVect vel;
00051
00053 @property cpVect force;
00054
00056 @property cpFloat angle;
00057
00059 @property cpFloat angVel;
00060
00062 @property cpFloat torque;
00063
00065 @property (readonly) cpVect rot;
00066
00068 @property (readonly) cpBody *body;
00069
00074 @property (assign) id data;
00075
00077 @property (assign) cpFloat velLimit;
00078
00080 @property (assign) cpFloat angVelLimit;
00081
00083 @property (readonly) bool isSleeping;
00084
00086 @property (readonly) bool isRogue;
00087
00089 @property (readonly) bool isStatic;
00090
00092 @property (readonly) cpFloat kineticEnergy;
00093
00098 - (cpVect)local2world:(cpVect)v;
00099
00104 - (cpVect)world2local:(cpVect)v;
00105
00110 - (void)resetForces;
00111
00117 - (void)applyForce:(cpVect)force offset:(cpVect)offset;
00118
00124 - (void)applyImpulse:(cpVect)impulse offset:(cpVect)offset;
00125
00127 - (void)activate;
00128
00130 - (void)activateStatic:(ChipmunkShape *)filter;
00131
00138 - (void)sleepWithGroup:(ChipmunkBody *)group;
00139
00143 - (void)sleep;
00144
00146 - (NSArray *)shapes;
00147
00149 - (NSArray *)constraints;
00150
00152 typedef void (^ChipmunkBodyArbiterIteratorBlock)(cpArbiter *arbiter);
00153
00155 - (void)eachArbiter:(ChipmunkBodyArbiterIteratorBlock)block;
00156
00158 - (void)addToSpace:(ChipmunkSpace *)space;
00160 - (void)removeFromSpace:(ChipmunkSpace *)space;
00161
00162 @end