Box2D
2.3.0
A 2D Physics Engine for Games
Main Page
Classes
Files
Class List
Class Index
Class Hierarchy
Class Members
All
Classes
Files
Functions
Variables
Enumerations
Enumerator
Macros
Pages
Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
C
b2AABB
An axis aligned bounding box
C
b2Block
C
b2BlockAllocator
C
b2Body
A rigid body. These are created via
b2World::CreateBody
C
b2BodyDef
C
b2BroadPhase
C
b2ChainAndCircleContact
C
b2ChainAndPolygonContact
C
b2ChainShape
C
b2Chunk
C
b2CircleContact
C
b2CircleShape
A circle shape
C
b2ClipVertex
Used for computing contact manifolds
C
b2Color
Color for debug drawing. Each value has the range [0,1]
C
b2Contact
C
b2ContactEdge
C
b2ContactFeature
C
b2ContactFilter
C
b2ContactID
Contact ids to facilitate warm starting
C
b2ContactImpulse
C
b2ContactListener
C
b2ContactManager
C
b2ContactPositionConstraint
C
b2ContactRegister
C
b2ContactSolver
C
b2ContactSolverDef
C
b2ContactVelocityConstraint
C
b2DestructionListener
C
b2DistanceInput
C
b2DistanceJoint
C
b2DistanceJointDef
C
b2DistanceOutput
Output for b2Distance
C
b2DistanceProxy
C
b2Draw
C
b2DynamicTree
C
b2EdgeAndCircleContact
C
b2EdgeAndPolygonContact
C
b2EdgeShape
C
b2EPAxis
C
b2EPCollider
C
b2Filter
This holds contact filtering data
C
b2Fixture
C
b2FixtureDef
C
b2FixtureProxy
This proxy is used internally to connect fixtures to the broad-phase
C
b2FrictionJoint
C
b2FrictionJointDef
Friction joint definition
C
b2GearJoint
C
b2GearJointDef
C
b2GrowableStack
C
b2Island
This is an internal class
C
b2Jacobian
C
b2Joint
C
b2JointDef
Joint definitions are used to construct joints
C
b2JointEdge
C
b2Manifold
C
b2ManifoldPoint
C
b2MassData
This holds the mass data computed for a shape
C
b2Mat22
A 2-by-2 matrix. Stored in column-major order
C
b2Mat33
A 3-by-3 matrix. Stored in column-major order
C
b2MotorJoint
C
b2MotorJointDef
Motor joint definition
C
b2MouseJoint
C
b2MouseJointDef
C
b2Pair
C
b2PolygonAndCircleContact
C
b2PolygonContact
C
b2PolygonShape
C
b2Position
This is an internal structure
C
b2PositionSolverManifold
C
b2PrismaticJoint
C
b2PrismaticJointDef
C
b2Profile
Profiling data. Times are in milliseconds
C
b2PulleyJoint
C
b2PulleyJointDef
C
b2QueryCallback
C
b2RayCastCallback
C
b2RayCastInput
Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1)
C
b2RayCastOutput
C
b2ReferenceFace
C
b2RevoluteJoint
C
b2RevoluteJointDef
C
b2Rope
C
b2RopeDef
C
b2RopeJoint
C
b2RopeJointDef
C
b2Rot
Rotation
C
b2SeparationFunction
C
b2Shape
C
b2Simplex
C
b2SimplexCache
C
b2SimplexVertex
C
b2SolverData
Solver Data
C
b2StackAllocator
C
b2StackEntry
C
b2Sweep
C
b2TempPolygon
C
b2Timer
C
b2TimeStep
This is an internal structure
C
b2TOIInput
Input parameters for b2TimeOfImpact
C
b2TOIOutput
C
b2Transform
C
b2TreeNode
A node in the dynamic tree. The client does not interact with this directly
C
b2Vec2
A 2D column vector
C
b2Vec3
A 2D column vector with 3 elements
C
b2Velocity
This is an internal structure
C
b2VelocityConstraintPoint
C
b2Version
C
b2WeldJoint
C
b2WeldJointDef
C
b2WheelJoint
C
b2WheelJointDef
C
b2World
C
b2WorldManifold
This is used to compute the current state of a contact manifold
C
b2WorldQueryWrapper
C
b2WorldRayCastWrapper
Generated by
1.8.8