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_readyNode2Dprotected
_is_visibleNode2Dprotected
_nameNode2Dprotected
_to_freeNode2Dprotected
_transformNode2Dprotected
_z_indexNode2Dprotected
add_child(const std::string &base_name, Node2D *node)Node2D
add_collision_layer(uint8_t target_layer)PhysicsObject2D
apply_force(const glm::vec2 &force) constRigidBody2D
apply_impulse(const glm::vec2 &impulse) constRigidBody2D
body_idPhysicsObject2D
change_visibility(bool visible)Node2D
collision_shapePhysicsObject2D
colorPhysicsObject2Dprotected
densityRigidBody2D
draw(Renderer *renderer) overrideRigidBody2Dvirtual
draw_hierarchy() overrideRigidBody2Dvirtual
draw_inspector() overrideRigidBody2Dvirtual
frictionRigidBody2D
get_collision_layer() constPhysicsObject2D
get_collision_mask() constPhysicsObject2D
get_effective_z_index() constNode2D
get_global_transform() constNode2D
get_name() constNode2D
get_node(const std::string &path)Node2D
get_node()Node2D
get_transform() constNode2D
get_tree()Node2D
get_velocity() constRigidBody2D
get_z_index() constNode2D
input(const InputManager *input) overrideRigidBody2Dvirtual
is_alive() constNode2D
is_disabledPhysicsObject2Dprotected
is_effective_visible() constNode2D
is_fixed_rotationRigidBody2D
is_on_ground() constRigidBody2D
is_sensorRigidBody2D
is_visible() constNode2D
Node2D()Node2D
Node2D(std::string name)Node2Dinlineexplicit
on_body_entered(const std::function< void(Node2D *)> &callback)PhysicsObject2D
on_body_exited(const std::function< void(Node2D *)> &callback)PhysicsObject2D
on_enter_callbacksPhysicsObject2D
on_exit_callbacksPhysicsObject2D
overlappingPhysicsObject2D
PhysicsObject2D()PhysicsObject2D
print_tree(int indent=0) constNode2D
process(double delta_time) overrideRigidBody2Dvirtual
queue_free()Node2D
ready() overrideRigidBody2Dvirtual
remove_collision_layer(uint8_t target_layer)PhysicsObject2D
restitutionRigidBody2D
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) constRigidBody2D
set_z_index(int index)Node2D
translate(float dx, float dy)Node2D
~Node2D()Node2Dvirtual
~PhysicsObject2D() overridePhysicsObject2D
~RigidBody2D() overrideRigidBody2D