AddAngularImpulse(FP amount) | Quantum.PhysicsBody2D | inline |
AddForce(FPVector2 amount, FPVector2? relativePoint=null) | Quantum.PhysicsBody2D | inline |
AddForceAtPosition(FPVector2 force, FPVector2 position, Transform2D transform) | Quantum.PhysicsBody2D | inline |
AddForceAtPosition(FPVector2 force, FPVector2 position, Transform2D *transform) | Quantum.PhysicsBody2D | inline |
AddLinearImpulse(FPVector2 amount, FPVector2? relativePoint=null) | Quantum.PhysicsBody2D | inline |
AddLinearImpulseAtPosition(FPVector2 impulse, FPVector2 position, Transform2D transform) | Quantum.PhysicsBody2D | inline |
AddLinearImpulseAtPosition(FPVector2 impulse, FPVector2 position, Transform2D *transform) | Quantum.PhysicsBody2D | inline |
AddTorque(FP amount) | Quantum.PhysicsBody2D | inline |
AllowSleeping | Quantum.PhysicsBody2D | |
AngularDrag | Quantum.PhysicsBody2D | |
AngularVelocity | Quantum.PhysicsBody2D | |
CenterOfMass | Quantum.PhysicsBody2D | |
ClearForce() | Quantum.PhysicsBody2D | inline |
ClearTorque() | Quantum.PhysicsBody2D | inline |
ConfigFlags enum name | Quantum.PhysicsBody2D | |
CreateDynamic(FP mass, FP drag, FP angularDrag, Boolean allowSleeping, Boolean awakenByKinematics=false, Boolean freezeRotation=false, FPVector2? centerOfMass=null, NullableFP gravityScale=default) | Quantum.PhysicsBody2D | inlinestatic |
CreateDynamic(FP mass, FP drag=default, FP angularDrag=default, ConfigFlags bodyConfig=ConfigFlags.Default, FPVector2? centerOfMass=null, NullableFP gravityScale=default) | Quantum.PhysicsBody2D | inlinestatic |
CreateKinematic() | Quantum.PhysicsBody2D | inlinestatic |
Drag | Quantum.PhysicsBody2D | |
Enabled | Quantum.PhysicsBody2D | |
Force | Quantum.PhysicsBody2D | |
FreezeRotation | Quantum.PhysicsBody2D | |
GetInertia() | Quantum.PhysicsBody2D | inline |
GetPointVelocity(FPVector2 point, Transform2D *bodyTransform) | Quantum.PhysicsBody2D | inline |
GetRelativePointVelocity(FPVector2 point, Transform2D *bodyTransform) | Quantum.PhysicsBody2D | inline |
GravityScale | Quantum.PhysicsBody2D | |
InitBody(FP bodyMass, FP drag, FP angularDrag, ConfigFlags bodyConfig, FPVector2? centerOfMass=null, NullableFP gravityScale=default) | Quantum.PhysicsBody2D | inline |
IsAwakenedByKinematics | Quantum.PhysicsBody2D | |
IsKinematic | Quantum.PhysicsBody2D | |
IsSleeping | Quantum.PhysicsBody2D | |
Mass | Quantum.PhysicsBody2D | |
MassInverse | Quantum.PhysicsBody2D | |
ResetCenterOfMass(FrameBase f, EntityRef entity) | Quantum.PhysicsBody2D | inline |
ResetInertia(FrameBase frame, EntityRef entity) | Quantum.PhysicsBody2D | inline |
Serialize(void *ptr, FrameSerializer serializer) | Quantum.PhysicsBody2D | inlinestatic |
SetInertia(FP inertia) | Quantum.PhysicsBody2D | inline |
SIZE | Quantum.PhysicsBody2D | static |
Sleep() | Quantum.PhysicsBody2D | inline |
Torque | Quantum.PhysicsBody2D | |
UseContinuousCollisionDetection | Quantum.PhysicsBody2D | |
Velocity | Quantum.PhysicsBody2D | |
WakeUp() | Quantum.PhysicsBody2D | inline |