| AngularVelocity | Barotrauma.PhysicsBody | |
| ApplyForce(Vector2 force, float maxVelocity=NetConfig.MaxPhysicsBodyVelocity) | Barotrauma.PhysicsBody | |
| ApplyForce(Vector2 force, Vector2 point) | Barotrauma.PhysicsBody | |
| ApplyLinearImpulse(Vector2 impulse) | Barotrauma.PhysicsBody | |
| ApplyLinearImpulse(Vector2 impulse, float maxVelocity) | Barotrauma.PhysicsBody | |
| ApplyLinearImpulse(Vector2 impulse, Vector2 point) | Barotrauma.PhysicsBody | |
| ApplyLinearImpulse(Vector2 impulse, Vector2 point, float maxVelocity) | Barotrauma.PhysicsBody | |
| ApplyTorque(float torque) | Barotrauma.PhysicsBody | |
| ApplyWaterForces() | Barotrauma.PhysicsBody | |
| BodyShape | Barotrauma.PhysicsBody | |
| BodyType | Barotrauma.PhysicsBody | |
| CollidesWith | Barotrauma.PhysicsBody | |
| CollisionCategories | Barotrauma.PhysicsBody | |
| CorrectPosition< T >(List< T > positionBuffer, out Vector2 newPosition, out Vector2 newVelocity, out float newRotation, out float newAngularVelocity) | Barotrauma.PhysicsBody | |
| DefaultAngularDamping | Barotrauma.PhysicsBody | static |
| DefineBodyShape(float radius, float width, float height) | Barotrauma.PhysicsBody | static |
| Density | Barotrauma.PhysicsBody | |
| Dir | Barotrauma.PhysicsBody | |
| DrawPosition | Barotrauma.PhysicsBody | |
| DrawPositionOffset | Barotrauma.PhysicsBody | |
| DrawRotation | Barotrauma.PhysicsBody | |
| Enabled | Barotrauma.PhysicsBody | |
| FarseerBody | Barotrauma.PhysicsBody | |
| Friction | Barotrauma.PhysicsBody | |
| GetLocalFront(float? spritesheetRotation=null) | Barotrauma.PhysicsBody | |
| GetMaxExtent() | Barotrauma.PhysicsBody | |
| GetSize() | Barotrauma.PhysicsBody | |
| Height | Barotrauma.PhysicsBody | |
| IsValidShape(float radius, float height, float width) | Barotrauma.PhysicsBody | static |
| IsValidValue(float value, string valueName, float minValue=float.MinValue, float maxValue=float.MaxValue) | Barotrauma.PhysicsBody | |
| LastSentPosition | Barotrauma.PhysicsBody | |
| LinearVelocity | Barotrauma.PhysicsBody | |
| List | Barotrauma.PhysicsBody | static |
| Mass | Barotrauma.PhysicsBody | |
| MinDensity | Barotrauma.PhysicsBody | static |
| MoveToPos(Vector2 simPosition, float force, Vector2? pullPos=null) | Barotrauma.PhysicsBody | |
| MoveToTargetPosition(bool lerp=true) | Barotrauma.PhysicsBody | |
| PhysEnabled | Barotrauma.PhysicsBody | |
| PhysicsBody(XElement element, float scale=1.0f, bool findNewContacts=true) | Barotrauma.PhysicsBody | |
| PhysicsBody(ColliderParams cParams, bool findNewContacts=true) | Barotrauma.PhysicsBody | |
| PhysicsBody(LimbParams lParams, bool findNewContacts=true) | Barotrauma.PhysicsBody | |
| PhysicsBody(float width, float height, float radius, float density, BodyType bodyType, Category collisionCategory, Category collidesWith, bool findNewContacts=true) | Barotrauma.PhysicsBody | |
| PhysicsBody(Body farseerBody) | Barotrauma.PhysicsBody | |
| PhysicsBody(ColliderParams colliderParams, Vector2 position, bool findNewContacts=true) | Barotrauma.PhysicsBody | |
| PhysicsBody(LimbParams limbParams, Vector2 position, bool findNewContacts=true) | Barotrauma.PhysicsBody | |
| PhysicsBody(XElement element, Vector2 position, float scale=1.0f, float? forceDensity=null, Category collisionCategory=Physics.CollisionItem, Category collidesWith=Physics.CollisionWall|Physics.CollisionLevel|Physics.CollisionPlatform, bool findNewContacts=true) | Barotrauma.PhysicsBody | |
| Position | Barotrauma.PhysicsBody | |
| PositionSmoothingFactor | Barotrauma.PhysicsBody | |
| PrevPosition | Barotrauma.PhysicsBody | |
| prevPosition | Barotrauma.PhysicsBody | protected |
| prevRotation | Barotrauma.PhysicsBody | protected |
| Radius | Barotrauma.PhysicsBody | |
| Remove() | Barotrauma.PhysicsBody | |
| RemoveAll() | Barotrauma.PhysicsBody | static |
| Removed | Barotrauma.PhysicsBody | |
| ResetDynamics() | Barotrauma.PhysicsBody | |
| Rotation | Barotrauma.PhysicsBody | |
| ServerWrite(IWriteMessage msg) | Barotrauma.PhysicsBody | |
| SetPrevTransform(Vector2 simPosition, float rotation) | Barotrauma.PhysicsBody | |
| SetSize(Vector2 size) | Barotrauma.PhysicsBody | |
| SetTransform(Vector2 simPosition, float rotation, bool setPrevTransform=true) | Barotrauma.PhysicsBody | |
| SetTransformIgnoreContacts(Vector2 simPosition, float rotation, bool setPrevTransform=true) | Barotrauma.PhysicsBody | |
| Shape enum name | Barotrauma.PhysicsBody | |
| SimPosition | Barotrauma.PhysicsBody | |
| SmoothRotate(float targetRotation, float force=10.0f, bool wrapAngle=true) | Barotrauma.PhysicsBody | |
| Submarine | Barotrauma.PhysicsBody | |
| SuppressSmoothRotationCalls | Barotrauma.PhysicsBody | |
| TargetPosition | Barotrauma.PhysicsBody | |
| targetPosition | Barotrauma.PhysicsBody | protected |
| TargetRotation | Barotrauma.PhysicsBody | |
| targetRotation | Barotrauma.PhysicsBody | protected |
| TransformedRotation | Barotrauma.PhysicsBody | |
| TransformRotation(float rotation) | Barotrauma.PhysicsBody | |
| TransformRotation(float rot, float dir) | Barotrauma.PhysicsBody | static |
| Update() | Barotrauma.PhysicsBody | |
| UpdateDrawPosition(bool interpolate=true) | Barotrauma.PhysicsBody | |
| UserData | Barotrauma.PhysicsBody | |
| Width | Barotrauma.PhysicsBody | |
| WrapAngleToSameNumberOfRevolutions(float angle) | Barotrauma.PhysicsBody | |