Method List
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#* CP::Vec2
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#+ CP::Vec2
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#+@ CP::Vec2
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#- CP::Vec2
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#-@ CP::Vec2
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#/ CP::Vec2
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#== CP::Vec2
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#[] CP::Shape::Poly
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#a CP::Arbiter
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#a CP::Shape::Segment
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#a CP::Body
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#a= CP::Body
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#activate CP::Body
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#activate_shapes_touching_shape CP::Space
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#activate_touching CP::Space
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#add_body CP::Space
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#add_collision_func CP::Space
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#add_collision_handler CP::Space
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#add_constraint CP::Space
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#add_object CP::Space
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#add_objects CP::Space
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#add_post_step_callback CP::Space
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#add_shape CP::Space
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#add_static_shape CP::Space
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#add_to_space CP::StaticShape
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#add_to_space CP::Shape
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#add_to_space CP::Constraint
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#add_to_space CP::Body
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#ang_vel CP::Body
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#ang_vel= CP::Body
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#angle CP::Body
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#angle= CP::Body
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#apply_force CP::Body
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#apply_impulse CP::Body
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#area CP::BB
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area_for_box CP
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#b CP::Arbiter
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#b CP::BB
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#b CP::Shape::Segment
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#b= CP::BB
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#bb CP::Shape
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#bb_query CP::Space
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#bodies CP::Arbiter
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#body CP::Shape
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#body= CP::Shape
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#body_a CP::Constraint
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#body_b CP::Constraint
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box CP::Shape::Poly
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box_area CP
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box_moment CP
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#cache_bb CP::Shape
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#chipmunk_objects CP::StaticBody
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#chipmunk_objects CP::BodyStatic
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#chipmunk_objects CP::Constraint
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#chipmunk_objects CP::Shape
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#chipmunk_objects CP::Body
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#chipmunk_objects CP::Object
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circle_area CP
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#clamp CP::Vec2
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clamp CP
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#clamp_vect CP::BB
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#collision_bias CP::Space
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#collision_bias= CP::Space
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#collision_persistence CP::Space
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#collision_persistence= CP::Space
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#collision_slop CP::Space
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#collision_slop= CP::Space
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#collision_type CP::Shape
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#collision_type= CP::Shape
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#contact_graph_enabled CP::Space
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#contact_graph_enabled= CP::Space
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#contacts CP::Arbiter
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#contain? CP::BB
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#contain_bb? CP::BB
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#contain_vect? CP::BB
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#contains? CP::BB
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#contains_bb? CP::BB
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#contains_vect? CP::BB
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#count CP::Arbiter
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#cross CP::Vec2
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#damping CP::Space
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#damping= CP::Space
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#data CP::Shape
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#depth CP::Arbiter
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#dist CP::Vec2
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#distsq CP::Vec2
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#dot CP::Vec2
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#e CP::Arbiter
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#e CP::Shape
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#e= CP::Arbiter
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#e= CP::Shape
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#each_contact CP::Arbiter
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#error_bias CP::Constraint
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#error_bias= CP::Constraint
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#expand CP::BB
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#f CP::Body
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#f= CP::Body
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#first_contact? CP::Arbiter
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flerp CP
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flerpconst CP
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for_angle CP::Vec2
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#force CP::Body
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#force DampedSpring
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#force= CP::Body
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#gravity CP::Space
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#gravity= CP::Space
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#group CP::Shape
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#group= CP::Shape
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#hit_dist CP::SegmentQueryInfo
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#hit_point CP::SegmentQueryInfo
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#i CP::Body
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#i= CP::Body
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#idle_speed CP::Space
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#idle_speed= CP::Space
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#idle_speed_threshold CP::Space
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#idle_speed_threshold= CP::Space
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#ignore CP::Arbiter
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#impulse CP::Constraint
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#impulse CP::Arbiter
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#initialize CP::Shape::Circle
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#initialize CP::Shape::Poly
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#initialize CP::Body
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#initialize CP::Space
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#initialize CP::StaticBody
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#initialize CP::BB
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#initialize CP::BodyStatic
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#initialize CP::Vec2
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#initialize CP::Shape::Segment
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#intersect? CP::BB
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#intersect_bb? CP::BB
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#intersect_segment? CP::BB
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#intersects? CP::BB
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#intersects_bb? CP::BB
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#intersects_segment? CP::BB
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#iterations CP::Space
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#iterations= CP::Space
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#kinetic_energy CP::Body
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#l CP::BB
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#l= CP::BB
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#layers CP::Shape
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#layers= CP::Shape
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#length CP::Arbiter
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#length CP::Shape::Poly
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#length CP::Vec2
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#lengthsq CP::Vec2
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#lerp CP::Vec2
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#lerpconst CP::Vec2
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#local2world CP::Body
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#m CP::Body
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#m= CP::Body
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#m_inv CP::Body
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#mass CP::Body
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#mass= CP::Body
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#mass_inv CP::Body
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#max_bias CP::Constraint
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#max_bias= CP::Constraint
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#max_force CP::Constraint
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#max_force= CP::Constraint
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#merge CP::BB
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#merged_area CP::BB
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#moment CP::Body
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#moment= CP::Body
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#moment_inv CP::Body
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#n CP::Shape::Segment
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#near? CP::Vec2
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#nearest_point_query CP::Shape
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new_static CP::Body
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#normal CP::Shape::Segment
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#normal CP::Arbiter
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#normalize CP::Vec2
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#normalize! CP::Vec2
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#normalize_safe CP::Vec2
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#normalize_safe! CP::Vec2
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#num_verts CP::Shape::Poly
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#obj CP::Shape
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#object CP::Shape
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#object CP::Body
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#object= CP::Shape
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#object= CP::Body
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#offset CP::Shape::Circle
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#on_collision CP::Space
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#on_default_collision CP::Space
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#on_post_step CP::Space
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#p CP::Body
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#p= CP::Body
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#perp CP::Vec2
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#point CP::Arbiter
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#point_query CP::Shape
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#point_query CP::Space
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#point_query_first CP::Space
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#points CP::Arbiter
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poly_area CP
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poly_moment CP
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#pos CP::Body
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#pos= CP::Body
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#position_func CP::Body
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#post_solve CP::Constraint
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#pre_solve CP::Constraint
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#project CP::Vec2
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#r CP::Shape::Segment
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#r CP::Shape::Circle
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#r CP::BB
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#r= CP::BB
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#radius CP::Shape::Circle
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#radius CP::Shape::Segment
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#raw_bb CP::Shape
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#reindex_shape CP::Space
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#reindex_static CP::Space
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#remove_body CP::Space
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#remove_collision CP::Space
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#remove_collision_func CP::Space
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#remove_collision_handler CP::Space
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#remove_constraint CP::Space
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#remove_from_space CP::StaticShape
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#remove_from_space CP::Constraint
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#remove_from_space CP::Shape
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#remove_from_space CP::Body
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#remove_object CP::Space
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#remove_objects CP::Space
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#remove_shape CP::Space
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#remove_static_shape CP::Space
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#reset_forces CP::Body
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reset_id_counter CP::Shape
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#resize_active_hash CP::Space
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#resize_static_hash CP::Space
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#rogue? CP::Body
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#rot CP::Body
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#rotate CP::Vec2
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#rperp CP::Vec2
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segment_area CP
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#segment_query CP::Shape
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#segment_query CP::Space
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#segment_query CP::BB
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#segment_query_first CP::Space
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#sensor= CP::Shape
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#sensor? CP::Shape
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#set_default_collision_func CP::Space
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#set_default_collision_handler CP::Space
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#set_endpoints! CP::Shape::Segment
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#set_neighbors! CP::Shape::Segment
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#set_offset! CP::Shape::Circle
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#set_radius! CP::Shape::Circle
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#set_radius! CP::Shape::Segment
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#set_verts! CP::Shape::Poly
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#shape_point_query CP::Space
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#shape_query CP::Space
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#shapes CP::Arbiter
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#size CP::Shape::Poly
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#size CP::Arbiter
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#sleep? CP::Body
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#sleep_alone CP::Body
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#sleep_group CP::Body
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#sleep_self CP::Body
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#sleep_time CP::Space
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#sleep_time= CP::Space
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#sleep_time_threshold CP::Space
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#sleep_time_threshold= CP::Space
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#sleep_with_group CP::Body
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#sleep_with_self CP::Body
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#sleeping? CP::Body
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#slerp CP::Vec2
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#slerpconst CP::Vec2
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#static? CP::Body
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#step CP::Space
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#surface_v CP::Shape
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#surface_v= CP::Shape
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#t CP::Body
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#t CP::BB
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#t= CP::Body
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#t= CP::BB
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#to_a CP::Vec2
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#to_angle CP::Vec2
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#to_s CP::Arbiter
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#to_s CP::BB
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#to_s CP::Vec2
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#torque CP::Body
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#torque DampedRotarySpring
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#torque= CP::Body
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#u CP::Shape
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#u CP::Arbiter
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#u= CP::Shape
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#u= CP::Arbiter
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#unrotate CP::Vec2
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#update_position CP::Body
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#update_velocity CP::Body
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#v CP::Body
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#v= CP::Body
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#v_limit CP::Body
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#v_limit= CP::Body
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valid? CP::Shape::Poly
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#vec2 Kernel
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#vel CP::Body
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#vel= CP::Body
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#velocity_func CP::Body
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#vert CP::Shape::Poly
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#w CP::Body
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#w= CP::Body
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#w_limit CP::Body
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#w_limit= CP::Body
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#world2local CP::Body
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#wrap_vect CP::BB
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#x CP::Vec2
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#x= CP::Vec2
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#y CP::Vec2
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#y= CP::Vec2