C# (CSharp) Box2D.Dynamics Namespace

Nested Namespaces

Box2D.Dynamics.Contacts
Box2D.Dynamics.Joints

Classes

Name Description
B2Body
B2BodyDef
B2Fixture
B2FixtureDef
B2World
Body A rigid body. These are created via World.createBody.
BodyDef A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. Shapes are added to a body after construction.
ContactManager Delegate of World.
Filter This holds contact filtering data.
Fixture A fixture is used to attach a shape to a body for collision detection. A fixture inherits its transform from its parent. Fixtures hold additional non-geometric data such as friction, collision filters, etc. Fixtures are created via Body::CreateFixture.
FixtureDef A fixture definition is used to create a fixture. This class defines an abstract fixture definition. You can reuse fixture definitions safely.
FixtureProxy This proxy is used internally to connect fixtures to the broad-phase.
Island This is an internal class.
Profile
SolverData
TimeStep This is an internal structure.
World The world class manages all physics entities, dynamic simulation, and asynchronous queries. The world also contains efficient memory management facilities.
WorldQueryWrapper
WorldRayCastWrapper