| Cb2AABB | Axis-aligned bounding box |
| Cb2BodyDef | A body definition holds all the data needed to construct a rigid body |
| Cb2BodyEvents | Body events are buffered in the Box2D world and are available as event arrays after the time step is complete |
| Cb2BodyId | Body id references a body instance. This should be treated as an opaque handle |
| Cb2BodyMoveEvent | Body move events triggered when a body moves |
| Cb2BoxCastInput | Input for casting an AABB through a dynamic tree |
| Cb2Capacity | Optional world capacities that can be used to avoid run-time allocations |
| Cb2Capsule | A solid capsule can be viewed as two semicircles connected by a rectangle |
| Cb2CastOutput | Low level ray cast or shape cast output data |
| Cb2ChainDef | Used to create a chain of line segments |
| Cb2ChainId | Chain id references a chain instance. This should be treated as an opaque handle |
| Cb2ChainSegment | A line segment with one-sided collision |
| Cb2Circle | A solid circle |
| Cb2CollisionPlane | These are collision planes that can be fed to b2SolvePlanes |
| Cb2ContactBeginTouchEvent | A begin touch event is generated when two shapes begin touching |
| Cb2ContactData | The contact data for two shapes |
| Cb2ContactEndTouchEvent | An end touch event is generated when two shapes stop touching |
| Cb2ContactEvents | Contact events are buffered in the Box2D world and are available as event arrays after the time step is complete |
| Cb2ContactHitEvent | A hit event is generated when two shapes collide with a speed faster than the hit event threshold |
| Cb2ContactId | Contact id references a contact instance. This should be treated as an opaque handle |
| Cb2CosSin | Cosine and sine pair This uses a custom implementation designed for cross-platform determinism |
| Cb2Counters | Counters that give details of the simulation size |
| Cb2DebugDraw | This struct holds callbacks you can implement to draw a Box2D world |
| Cb2DistanceInput | Input for b2ComputeShapeDistance |
| Cb2DistanceJointDef | Distance joint definition Connects a point on body A with a point on body B by a segment |
| Cb2DistanceOutput | Output for b2ComputeShapeDistance |
| Cb2ExplosionDef | The explosion definition is used to configure options for explosions |
| Cb2Filter | This is used to filter collision on shapes |
| Cb2FilterJointDef | A filter joint is used to disable collision between two specific bodies |
| Cb2Hull | A convex hull |
| Cb2JointDef | Base joint definition used by all joint types |
| Cb2JointEvent | Joint events report joints that are awake and have a force and/or torque exceeding the threshold |
| Cb2JointEvents | Joint events are buffered in the world and are available as event arrays after the time step is complete |
| Cb2JointId | Joint id references a joint instance. This should be treated as an opaque handle |
| Cb2LocalManifold | Contact manifold in local coordinates (frame A) |
| Cb2LocalManifoldPoint | Contact manifold point in local coordinates (frame A) |
| Cb2Manifold | A contact manifold describes the contact points between colliding shapes |
| Cb2ManifoldPoint | A manifold point is a contact point belonging to a contact manifold |
| Cb2MassData | This holds the mass data computed for a shape |
| Cb2Mat22 | A 2-by-2 Matrix |
| Cb2MotionLocks | Motion locks to restrict the body movement |
| Cb2MotorJointDef | A motor joint is used to control the relative velocity and/or transform between two bodies |
| Cb2MoverJointDef | A mover joint is used to move a dynamic character mover through velocity commands |
| Cb2Plane | Separation = dot(normal, point) - offset |
| Cb2PlaneResult | These are the collision planes returned from b2World_CollideMover |
| Cb2PlaneSolverResult | Result returned by b2SolvePlanes |
| Cb2PogoJointDef | Pogo joint definition |
| Cb2Polygon | A solid convex polygon |
| Cb2PrismaticJointDef | Prismatic joint definition Body B may slide along the x-axis in local frame A |
| Cb2Profile | Profiling data |
| Cb2QueryFilter | The query filter is used to filter collisions between queries and shapes |
| Cb2RayCastInput | Low level ray cast input data |
| Cb2RayResult | Result from b2World_CastRayClosest If there is initial overlap the fraction and normal will be zero while the point is an arbitrary point in the overlap region |
| Cb2ReplayInfo | Static metadata describing a recording, resolved once when the player opens the file |
| Cb2ReplayQueryHit | One result of a recorded spatial query |
| Cb2ReplayQueryInfo | A spatial query recorded during a replayed frame, exposed for inspection |
| Cb2RevoluteJointDef | Revolute joint definition A point on body B is fixed to a point on body A |
| Cb2Rot | 2D rotation This is similar to using a complex number for rotation |
| Cb2Segment | A line segment with two-sided collision |
| Cb2SegmentDistanceResult | Result of computing the distance between two line segments |
| Cb2SensorBeginTouchEvent | A begin touch event is generated when a shape starts to overlap a sensor shape |
| Cb2SensorEndTouchEvent | An end touch event is generated when a shape stops overlapping a sensor shape |
| Cb2SensorEvents | Sensor events are buffered in the world and are available as begin/end overlap event arrays after the time step is complete |
| Cb2ShapeCastInput | Low level shape cast input in generic form |
| Cb2ShapeCastPairInput | Input parameters for b2CastShape |
| Cb2ShapeDef | Used to create a shape |
| Cb2ShapeId | Shape id references a shape instance. This should be treated as an opaque handle |
| Cb2ShapeProxy | A distance proxy is used by the GJK algorithm |
| Cb2Simplex | Simplex from the GJK algorithm |
| Cb2SimplexCache | Used to warm start the GJK simplex |
| Cb2SimplexVertex | Simplex vertex for debugging the GJK algorithm |
| Cb2SurfaceMaterial | The surface material groups together parameters related to the shape surface, which is the 2D boundary |
| Cb2Sweep | This describes the motion of a body/shape for TOI computation |
| Cb2TOIInput | Time of impact input |
| Cb2TOIOutput | Time of impact output |
| Cb2Transform | A 2D rigid transform |
| Cb2TreeStats | These are performance results returned by dynamic tree queries |
| Cb2Vec2 | 2D vector This can be used to represent a point or free vector |
| Cb2Version | Version numbering scheme |
| Cb2WeldJointDef | Weld joint definition Connects two bodies together rigidly |
| Cb2WheelJointDef | Wheel joint definition Body B is a wheel that may rotate freely and slide along the local x-axis in frame A |
| Cb2WorldDef | World definition used to create a simulation world |
| Cb2WorldId | World id references a world instance. This should be treated as an opaque handle |