Name |
Description |
Body |
|
BodyDef |
A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. |
BoundaryListener |
|
CircleContact |
|
CircleDef |
This structure is used to build a fixture with a circle shape. |
Color |
Color for debug drawing. Each value has the range [0,1]. |
Contact |
|
ContactConstraint |
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ContactConstraintPoint |
|
ContactConstraintPoint.ContactConstraint |
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ContactConstraintPoint.ContactConstraintPoint |
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ContactConstraintPoint.ContactSolver |
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ContactConstraintPoint.ContactSolver.PositionSolverManifold |
|
ContactEdge |
A contact edge is used to connect bodies and contacts together in a contact graph where each body is a node and each contact is an edge. A contact edge belongs to a doubly linked list maintained in each attached body. Each contact has two contact nodes, one for each attached body. |
ContactFilter |
|
ContactListener |
|
ContactManager |
|
ContactPoint |
|
ContactRegister |
|
ContactResult |
|
ContactSolver |
|
DebugDraw |
Implement and register this class with a b2World to provide debug drawing of physics entities in your game. |
DestructionListener |
|
DistanceJoint |
A distance joint constrains two points on two bodies to remain at a fixed distance from each other. You can view this as a massless, rigid rod. |
DistanceJointDef |
Distance joint definition. This requires defining an anchor point on both bodies and the non-zero length of the distance joint. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when saving and loading a game. @warning Do not use a zero or short length. |
EdgeDef |
This structure is used to build a chain of edges. |
FilterData |
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. @warning you cannot reuse fixtures. |
FixtureDef |
A fixture definition is used to create a fixture. This class defines an abstract fixture definition. You can reuse fixture definitions safely. |
GearJoint |
A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear ratio to bind the motions together: coordinate1 + ratio * coordinate2 = constant The ratio can be negative or positive. If one joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 1/length. @warning The revolute and prismatic joints must be attached to fixed bodies (which must be body1 on those joints). |
GearJointDef |
Gear joint definition. This definition requires two existing revolute or prismatic joints (any combination will work). The provided joints must attach a dynamic body to a static body. |
Island |
|
Jacobian |
|
Joint |
|
JointDef |
Joint definitions are used to construct joints. |
JointEdge |
A joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an edge. A joint edge belongs to a doubly linked list maintained in each attached body. Each joint has two joint nodes, one for each attached body. |
LineJoint |
|
LineJointDef |
Line joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game. |
MouseJoint |
A mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force. This allows the constraint to stretch and without applying huge forces. |
MouseJointDef |
Mouse joint definition. This requires a world target point, tuning parameters, and the time step. |
NullContact |
|
PolyAndCircleContact |
|
PolyAndEdgeContact |
|
PolygonContact |
|
PolygonDef |
Convex polygon. The vertices must be ordered so that the outside of the polygon is on the right side of the edges (looking along the edge from start to end). |
Position |
|
PrismaticJoint |
A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in body1. Relative rotation is prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint friction. |
PrismaticJointDef |
Prismatic joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game. |
PulleyJoint |
|
PulleyJointDef |
Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, max lengths for each side, and a pulley ratio. |
RevoluteJoint |
|
RevoluteJointDef |
|
TimeStep |
|
Velocity |
|
World |
The world class manages all physics entities, dynamic simulation, and asynchronous queries. |
WorldCallback |
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