Namespace chipmunk #Import "chipmunk_glue.h" Extern '***** File: Chipmunk7/include/chipmunk/cpBody.h ***** Enum cpBodyType End Const CP_BODY_TYPE_DYNAMIC:cpBodyType Const CP_BODY_TYPE_KINEMATIC:cpBodyType Const CP_BODY_TYPE_STATIC:cpBodyType Alias cpBodyVelocityFunc:Void( cpBody, cpVect, cpFloat, cpFloat ) Alias cpBodyPositionFunc:Void( cpBody, cpFloat ) Alias cpBodyShapeIteratorFunc:Void( cpBody, cpShape, Void Ptr ) Alias cpBodyConstraintIteratorFunc:Void( cpBody, cpConstraint, Void Ptr ) Alias cpBodyArbiterIteratorFunc:Void( cpBody, cpArbiter, Void Ptr ) Function cpBodyAlloc:cpBody( ) Function cpBodyInit:cpBody( body:cpBody, mass:cpFloat, moment:cpFloat ) Function cpBodyNew:cpBody( mass:cpFloat, moment:cpFloat ) Function cpBodyNewKinematic:cpBody( ) Function cpBodyNewStatic:cpBody( ) Function cpBodyDestroy:Void( body:cpBody ) Function cpBodyFree:Void( body:cpBody ) Function cpBodyActivate:Void( body:cpBody ) Function cpBodyActivateStatic:Void( body:cpBody, filter:cpShape ) Function cpBodySleep:Void( body:cpBody ) Function cpBodySleepWithGroup:Void( body:cpBody, group:cpBody ) Function cpBodyIsSleeping:cpBool( body:cpBody ) Function cpBodyGetType:cpBodyType( body:cpBody ) Function cpBodySetType:Void( body:cpBody, type:cpBodyType ) Function cpBodyGetSpace:cpSpace( body:cpBody ) Function cpBodyGetMass:cpFloat( body:cpBody ) Function cpBodySetMass:Void( body:cpBody, m:cpFloat ) Function cpBodyGetMoment:cpFloat( body:cpBody ) Function cpBodySetMoment:Void( body:cpBody, i:cpFloat ) Function cpBodyGetPosition:cpVect( body:cpBody ) Function cpBodySetPosition:Void( body:cpBody, pos:cpVect ) Function cpBodyGetCenterOfGravity:cpVect( body:cpBody ) Function cpBodySetCenterOfGravity:Void( body:cpBody, cog:cpVect ) Function cpBodyGetVelocity:cpVect( body:cpBody ) Function cpBodySetVelocity:Void( body:cpBody, velocity:cpVect ) Function cpBodyGetForce:cpVect( body:cpBody ) Function cpBodySetForce:Void( body:cpBody, force:cpVect ) Function cpBodyGetAngle:cpFloat( body:cpBody ) Function cpBodySetAngle:Void( body:cpBody, a:cpFloat ) Function cpBodyGetAngularVelocity:cpFloat( body:cpBody ) Function cpBodySetAngularVelocity:Void( body:cpBody, angularVelocity:cpFloat ) Function cpBodyGetTorque:cpFloat( body:cpBody ) Function cpBodySetTorque:Void( body:cpBody, torque:cpFloat ) Function cpBodyGetRotation:cpVect( body:cpBody ) Function cpBodyGetUserData:cpDataPointer( body:cpBody ) Function cpBodySetUserData:Void( body:cpBody, userData:cpDataPointer ) Function cpBodySetVelocityUpdateFunc:Void( body:cpBody, velocityFunc:cpBodyVelocityFunc ) Function cpBodySetPositionUpdateFunc:Void( body:cpBody, positionFunc:cpBodyPositionFunc ) Function cpBodyUpdateVelocity:Void( body:cpBody, gravity:cpVect, damping:cpFloat, dt:cpFloat ) Function cpBodyUpdatePosition:Void( body:cpBody, dt:cpFloat ) Function cpBodyLocalToWorld:cpVect( body:cpBody, point:cpVect ) Function cpBodyWorldToLocal:cpVect( body:cpBody, point:cpVect ) Function cpBodyApplyForceAtWorldPoint:Void( body:cpBody, force:cpVect, point:cpVect ) Function cpBodyApplyForceAtLocalPoint:Void( body:cpBody, force:cpVect, point:cpVect ) Function cpBodyApplyImpulseAtWorldPoint:Void( body:cpBody, impulse:cpVect, point:cpVect ) Function cpBodyApplyImpulseAtLocalPoint:Void( body:cpBody, impulse:cpVect, point:cpVect ) Function cpBodyGetVelocityAtWorldPoint:cpVect( body:cpBody, point:cpVect ) Function cpBodyGetVelocityAtLocalPoint:cpVect( body:cpBody, point:cpVect ) Function cpBodyKineticEnergy:cpFloat( body:cpBody ) Function cpBodyEachShape:Void( body:cpBody, func:cpBodyShapeIteratorFunc, data:Void Ptr ) Function cpBodyEachConstraint:Void( body:cpBody, func:cpBodyConstraintIteratorFunc, data:Void Ptr ) Function cpBodyEachArbiter:Void( body:cpBody, func:cpBodyArbiterIteratorFunc, data:Void Ptr ) Class cpBody Extends Void Property Type:cpBodyType() Extension="cpBodyGetType" Setter( type:cpBodyType ) Extension="cpBodySetType" Property Mass:cpFloat() Extension="cpBodyGetMass" Setter( m:cpFloat ) Extension="cpBodySetMass" Property Moment:cpFloat() Extension="cpBodyGetMoment" Setter( i:cpFloat ) Extension="cpBodySetMoment" Property Position:cpVect() Extension="cpBodyGetPosition" Setter( pos:cpVect ) Extension="cpBodySetPosition" Property CenterOfGravity:cpVect() Extension="cpBodyGetCenterOfGravity" Setter( cog:cpVect ) Extension="cpBodySetCenterOfGravity" Property Velocity:cpVect() Extension="cpBodyGetVelocity" Setter( velocity:cpVect ) Extension="cpBodySetVelocity" Property Force:cpVect() Extension="cpBodyGetForce" Setter( force:cpVect ) Extension="cpBodySetForce" Property Angle:cpFloat() Extension="cpBodyGetAngle" Setter( a:cpFloat ) Extension="cpBodySetAngle" Property AngularVelocity:cpFloat() Extension="cpBodyGetAngularVelocity" Setter( angularVelocity:cpFloat ) Extension="cpBodySetAngularVelocity" Property Torque:cpFloat() Extension="cpBodyGetTorque" Setter( torque:cpFloat ) Extension="cpBodySetTorque" Property UserData:cpDataPointer() Extension="cpBodyGetUserData" Setter( userData:cpDataPointer ) Extension="cpBodySetUserData" Property KineticEnergy:cpFloat() Extension="cpBodyKineticEnergy" Property Rotation:cpVect() Extension="cpBodyGetRotation" Property Space:cpSpace() Extension="cpBodyGetSpace" Property IsSleeping:cpBool() Extension="cpBodyIsSleeping" Method Activate:Void() Extension="cpBodyActivate" Method ActivateStatic:Void( filter:cpShape ) Extension="cpBodyActivateStatic" Method Sleep:Void() Extension="cpBodySleep" Method SleepWithGroup:Void( group:cpBody ) Extension="SleepWithGroup" Method UpdateVelocity:Void( gravity:cpVect, damping:cpFloat, dt:cpFloat ) Extension="cpBodyUpdateVelocity" Method UpdatePosition:Void( dt:cpFloat ) Extension="cpBodyUpdatePosition" Method LocalToWorld:cpVect( point:cpVect ) Extension="cpBodyLocalToWorld" Method WorldToLocal:cpVect( point:cpVect ) Extension="cpBodyWorldToLocal" Method ApplyForceAtWorldPoint:Void( force:cpVect, point:cpVect ) Extension="cpBodyApplyForceAtWorldPoint" Method ApplyForceAtLocalPoint:Void( force:cpVect, point:cpVect ) Extension="cpBodyApplyForceAtLocalPoint" Method ApplyImpulseAtWorldPoint:Void( impulse:cpVect, point:cpVect ) Extension="cpBodyApplyImpulseAtWorldPoint" Method ApplyImpulseAtLocalPoint:Void( impulse:cpVect, point:cpVect ) Extension="cpBodyApplyImpulseAtLocalPoint" Method GetVelocityAtWorldPoint:cpVect( point:cpVect ) Extension="cpBodyGetVelocityAtWorldPoint" Method GetVelocityAtLocalPoint:cpVect( point:cpVect ) Extension="cpBodyGetVelocityAtLocalPoint" End