Box2D 3.2.0
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
 Cb2BoxCastInputInput for casting an AABB through a dynamic tree
 Cb2CapacityOptional world capacities that can be used to avoid run-time allocations
 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 instance. This should be treated as an opaque handle
 Cb2ChainSegmentA line segment with one-sided collision
 Cb2CircleA solid circle
 Cb2CollisionPlaneThese are collision planes that can be fed to b2SolvePlanes
 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 event is generated when two shapes collide with a speed faster than the hit event threshold
 Cb2ContactIdContact id references a contact instance. This should be treated as an opaque handle
 Cb2CosSinCosine and sine pair This uses a custom implementation designed for cross-platform determinism
 Cb2CountersCounters that give details of the simulation size
 Cb2DebugDrawThis struct holds callbacks you can implement to draw a Box2D world
 Cb2DistanceInputInput for b2ComputeShapeDistance
 Cb2DistanceJointDefDistance joint definition Connects a point on body A with a point on body B by a segment
 Cb2DistanceOutputOutput for b2ComputeShapeDistance
 Cb2ExplosionDefThe explosion definition is used to configure options for explosions
 Cb2FilterThis is used to filter collision on shapes
 Cb2FilterJointDefA filter joint is used to disable collision between two specific bodies
 Cb2HullA convex hull
 Cb2JointDefBase joint definition used by all joint types
 Cb2JointEventJoint events report joints that are awake and have a force and/or torque exceeding the threshold
 Cb2JointEventsJoint events are buffered in the world and are available as event arrays after the time step is complete
 Cb2JointIdJoint id references a joint instance. This should be treated as an opaque handle
 Cb2LocalManifoldContact manifold in local coordinates (frame A)
 Cb2LocalManifoldPointContact manifold point in local coordinates (frame A)
 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
 Cb2MotionLocksMotion locks to restrict the body movement
 Cb2MotorJointDefA motor joint is used to control the relative velocity and/or transform between two bodies
 Cb2MoverJointDefA mover joint is used to move a dynamic character mover through velocity commands
 Cb2PlaneSeparation = dot(normal, point) - offset
 Cb2PlaneResultThese are the collision planes returned from b2World_CollideMover
 Cb2PlaneSolverResultResult returned by b2SolvePlanes
 Cb2PogoJointDefPogo joint definition
 Cb2PolygonA solid convex polygon
 Cb2PrismaticJointDefPrismatic joint definition Body B may slide along the x-axis in local frame A
 Cb2ProfileProfiling data
 Cb2QueryFilterThe query filter is used to filter collisions between queries and shapes
 Cb2RayCastInputLow level ray cast input data
 Cb2RayResultResult 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
 Cb2ReplayInfoStatic metadata describing a recording, resolved once when the player opens the file
 Cb2ReplayQueryHitOne result of a recorded spatial query
 Cb2ReplayQueryInfoA spatial query recorded during a replayed frame, exposed for inspection
 Cb2RevoluteJointDefRevolute joint definition A point on body B is fixed to a point on body A
 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 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 b2CastShape
 Cb2ShapeDefUsed to create a shape
 Cb2ShapeIdShape id references a shape instance. This should be treated as an opaque handle
 Cb2ShapeProxyA distance proxy is used by the GJK algorithm
 Cb2SimplexSimplex from the GJK algorithm
 Cb2SimplexCacheUsed to warm start the GJK simplex
 Cb2SimplexVertexSimplex vertex for debugging the GJK algorithm
 Cb2SurfaceMaterialThe surface material groups together parameters related to the shape surface, which is the 2D boundary
 Cb2SweepThis describes the motion of a body/shape for TOI computation
 Cb2TOIInputTime of impact input
 Cb2TOIOutputTime of impact output
 Cb2TransformA 2D rigid transform
 Cb2TreeStatsThese are performance results returned by dynamic tree queries
 Cb2Vec22D vector This can be used to represent a point or free vector
 Cb2VersionVersion numbering scheme
 Cb2WeldJointDefWeld joint definition Connects two bodies together rigidly
 Cb2WheelJointDefWheel joint definition Body B is a wheel that may rotate freely and slide along the local x-axis in frame A
 Cb2WorldDefWorld definition used to create a simulation world
 Cb2WorldIdWorld id references a world instance. This should be treated as an opaque handle