Box2D 3.1.0
A 2D physics engine for games
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Data Structures
Here are the data structures with brief descriptions:
 Cb2AABBAxis-aligned bounding box
 Cb2BodyDefA body definition holds all the data needed to construct a rigid body
 Cb2BodyEventsBody events are buffered in the Box2D world and are available as event arrays after the time step is complete
 Cb2BodyIdBody id references a body instance. This should be treated as an opaque handle
 Cb2BodyMoveEventBody move events triggered when a body moves
 Cb2CapsuleA solid capsule can be viewed as two semicircles connected by a rectangle
 Cb2CastOutputLow level ray-cast or shape-cast output data
 Cb2ChainDefUsed to create a chain of line segments
 Cb2ChainIdChain id references a chain instances. This should be treated as an opaque handle
 Cb2ChainSegmentA line segment with one-sided collision
 Cb2CircleA solid circle
 Cb2ContactBeginTouchEventA begin touch event is generated when two shapes begin touching
 Cb2ContactDataThe contact data for two shapes
 Cb2ContactEndTouchEventAn end touch event is generated when two shapes stop touching
 Cb2ContactEventsContact events are buffered in the Box2D world and are available as event arrays after the time step is complete
 Cb2ContactHitEventA hit touch event is generated when two shapes collide with a speed faster than the hit speed threshold
 Cb2DebugDrawThis struct holds callbacks you can implement to draw a Box2D world
 Cb2DistanceCacheUsed to warm start b2Distance
 Cb2DistanceInputInput for b2ShapeDistance
 Cb2DistanceJointDefDistance joint definition
 Cb2DistanceOutputOutput for b2ShapeDistance
 Cb2DistanceProxyA distance proxy is used by the GJK algorithm. It encapsulates any shape
 Cb2DynamicTreeThe dynamic tree structure
 Cb2FilterThis is used to filter collision on shapes
 Cb2HullA convex hull
 Cb2JointIdJoint id references a joint instance. This should be treated as an opaque handle
 Cb2ManifoldA contact manifold describes the contact points between colliding shapes
 Cb2ManifoldPointA manifold point is a contact point belonging to a contact manifold
 Cb2MassDataThis holds the mass data computed for a shape
 Cb2Mat22A 2-by-2 Matrix
 Cb2MotorJointDefA motor joint is used to control the relative motion between two bodies
 Cb2MouseJointDefA mouse joint is used to make a point on a body track a specified world point
 Cb2PolygonA solid convex polygon
 Cb2PrismaticJointDefPrismatic joint definition
 Cb2QueryFilterThe query filter is used to filter collisions between queries and shapes
 Cb2RayCastInputLow level ray-cast input data
 Cb2RayResultResult from b2World_RayCastClosest
 Cb2RevoluteJointDefRevolute joint definition
 Cb2Rot2D rotation This is similar to using a complex number for rotation
 Cb2SegmentA line segment with two-sided collision
 Cb2SegmentDistanceResultResult of computing the distance between two line segments
 Cb2SensorBeginTouchEventA begin touch event is generated when a shape starts to overlap a sensor shape
 Cb2SensorEndTouchEventAn end touch event is generated when a shape stops overlapping a sensor shape
 Cb2SensorEventsSensor events are buffered in the Box2D world and are available as begin/end overlap event arrays after the time step is complete
 Cb2ShapeCastInputLow level shape cast input in generic form
 Cb2ShapeCastPairInputInput parameters for b2ShapeCast
 Cb2ShapeDefUsed to create a shape
 Cb2ShapeIdShape id references a shape instance. This should be treated as an opaque handle
 Cb2SimplexSimplex from the GJK algorithm
 Cb2SimplexVertexSimplex vertex for debugging the GJK algorithm
 Cb2SweepThis describes the motion of a body/shape for TOI computation
 Cb2TOIInputInput parameters for b2TimeOfImpact
 Cb2TOIOutputOutput parameters for b2TimeOfImpact
 Cb2TransformA 2D rigid transform
 Cb2TreeNodeA node in the dynamic tree. This is private data placed here for performance reasons
 Cb2TreeNode.__unnamed1__
 Cb2Vec22D vector This can be used to represent a point or free vector
 Cb2VersionVersion numbering scheme
 Cb2WeldJointDefWeld joint definition
 Cb2WheelJointDefWheel joint definition
 Cb2WorldDefWorld definition used to create a simulation world
 Cb2WorldIdWorld id references a world instance. This should be treated as an opaque handle