Box2D
2.3.0
A 2D Physics Engine for Games
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![]() ![]() | An axis aligned bounding box |
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![]() ![]() | A rigid body. These are created via b2World::CreateBody |
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![]() ![]() | Used for computing contact manifolds |
![]() ![]() | Color for debug drawing. Each value has the range [0,1] |
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![]() ![]() | Contact ids to facilitate warm starting |
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![]() ![]() | Output for b2Distance |
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![]() ![]() | This holds contact filtering data |
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![]() ![]() | This proxy is used internally to connect fixtures to the broad-phase |
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![]() ![]() | This is an internal class |
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![]() ![]() | Joint definitions are used to construct joints |
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![]() ![]() | This holds the mass data computed for a shape |
![]() ![]() | A 2-by-2 matrix. Stored in column-major order |
![]() ![]() | A 3-by-3 matrix. Stored in column-major order |
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![]() ![]() | This is an internal structure |
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![]() ![]() | Profiling data. Times are in milliseconds |
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![]() ![]() | Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1) |
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![]() ![]() | Rotation |
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![]() ![]() | Solver Data |
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![]() ![]() | This is an internal structure |
![]() ![]() | Input parameters for b2TimeOfImpact |
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![]() ![]() | A node in the dynamic tree. The client does not interact with this directly |
![]() ![]() | A 2D column vector |
![]() ![]() | A 2D column vector with 3 elements |
![]() ![]() | This is an internal structure |
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![]() ![]() | This is used to compute the current state of a contact manifold |
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