Ember
A C++ 20 'game engine' built with SDL3 with wide platform support.
RigidBody2D Member List
This is the complete list of members for
RigidBody2D
, including all inherited members.
_is_ready
Node2D
protected
_is_visible
Node2D
protected
_name
Node2D
protected
_to_free
Node2D
protected
_transform
Node2D
protected
_z_index
Node2D
protected
add_child
(const std::string &base_name, Node2D *node)
Node2D
add_collision_layer
(uint8_t target_layer)
PhysicsObject2D
apply_force
(const glm::vec2 &force) const
RigidBody2D
apply_impulse
(const glm::vec2 &impulse) const
RigidBody2D
body_id
PhysicsObject2D
change_visibility
(bool visible)
Node2D
collision_shape
PhysicsObject2D
color
PhysicsObject2D
protected
density
RigidBody2D
draw
(Renderer *renderer) override
RigidBody2D
virtual
draw_hierarchy
() override
RigidBody2D
virtual
draw_inspector
() override
RigidBody2D
virtual
friction
RigidBody2D
get_collision_layer
() const
PhysicsObject2D
get_collision_mask
() const
PhysicsObject2D
get_effective_z_index
() const
Node2D
get_global_transform
() const
Node2D
get_name
() const
Node2D
get_node
(const std::string &path)
Node2D
get_node
()
Node2D
get_transform
() const
Node2D
get_tree
()
Node2D
get_velocity
() const
RigidBody2D
get_z_index
() const
Node2D
input
(const InputManager *input) override
RigidBody2D
virtual
is_alive
() const
Node2D
is_disabled
PhysicsObject2D
protected
is_effective_visible
() const
Node2D
is_fixed_rotation
RigidBody2D
is_on_ground
() const
RigidBody2D
is_sensor
RigidBody2D
is_visible
() const
Node2D
Node2D
()
Node2D
Node2D
(std::string name)
Node2D
inline
explicit
on_body_entered
(const std::function< void(Node2D *)> &callback)
PhysicsObject2D
on_body_exited
(const std::function< void(Node2D *)> &callback)
PhysicsObject2D
on_enter_callbacks
PhysicsObject2D
on_exit_callbacks
PhysicsObject2D
overlapping
PhysicsObject2D
PhysicsObject2D
()
PhysicsObject2D
print_tree
(int indent=0) const
Node2D
process
(double delta_time) override
RigidBody2D
virtual
queue_free
()
Node2D
ready
() override
RigidBody2D
virtual
remove_collision_layer
(uint8_t target_layer)
PhysicsObject2D
restitution
RigidBody2D
rotate
(float radians)
Node2D
scale
(float sx, float sy)
Node2D
set_collision_layers
(const std::initializer_list< uint8_t > &layers)
PhysicsObject2D
set_collision_mask
(uint8_t mask)
PhysicsObject2D
set_layer
(uint8_t new_layer)
PhysicsObject2D
set_transform
(const Transform2D &transform)
Node2D
set_velocity
(const glm::vec2 &velocity) const
RigidBody2D
set_z_index
(int index)
Node2D
translate
(float dx, float dy)
Node2D
~Node2D
()
Node2D
virtual
~PhysicsObject2D
() override
PhysicsObject2D
~RigidBody2D
() override
RigidBody2D
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