| Cb3AABB | Axis aligned bounding box |
| Cb3BodyCastResult | Body cast result for ray and shape casts |
| Cb3BodyDef | A body definition holds all the data needed to construct a rigid body |
| Cb3BodyEvents | Body events are buffered in the world and are available as event arrays after the time step is complete |
| Cb3BodyId | Body id references a body instance. This should be treated as an opaque handle |
| Cb3BodyMoveEvent | Body move events triggered when a body moves |
| Cb3BodyPlaneResult | Body plane result for movers |
| Cb3BoxCastInput | Input for sweeping an AABB through a dynamic tree |
| Cb3BoxHull | Efficient box hull |
| Cb3Capacity | Optional world capacities that can be use to avoid run-time allocations |
| Cb3Capsule | A solid capsule can be viewed as two hemispheres connected by a rectangle |
| Cb3CastOutput | Low level ray cast or shape-cast output data |
| Cb3ChildShape | Child shape of a compound |
| Cb3ChildShape.__unnamed0__ | Tagged union |
| Cb3CollisionPlane | These are collision planes that can be fed to b3SolvePlanes |
| Cb3CompoundCapsule | A capsule that lives in a compound |
| Cb3CompoundCapsuleDef | Definition for a capsule in a compound shape |
| Cb3CompoundData | The runtime data for a compound shape |
| Cb3CompoundDef | Definition for creating a compound shape |
| Cb3CompoundHull | A hull that lives in a compound |
| Cb3CompoundHullDef | Definition for a convex hull in a compound shape |
| Cb3CompoundMesh | A mesh with non-uniform scale that lives in a compound |
| Cb3CompoundMeshDef | Definition for a triangle mesh in a compound shape |
| Cb3CompoundSphere | A sphere that lives in a compound |
| Cb3CompoundSphereDef | Definition for a sphere in a compound shape |
| Cb3ContactBeginTouchEvent | A begin-touch event is generated when two shapes begin touching |
| Cb3ContactData | The contact data for two shapes |
| Cb3ContactEndTouchEvent | An end touch event is generated when two shapes stop touching |
| Cb3ContactEvents | Contact events are buffered in the world and are available as event arrays after the time step is complete |
| Cb3ContactHitEvent | A hit touch event is generated when two shapes collide with a speed faster than the hit speed threshold |
| Cb3ContactId | Contact id references a contact instance. This should be treated as an opaque handle |
| Cb3CosSin | Cosine and sine pair |
| Cb3DebugDraw | This struct is passed to b3World_Draw to draw a debug view of the simulation world |
| Cb3DebugShape | This is sent to the user for debug shape creation |
| Cb3DebugShape.__unnamed0__ | Tagged union |
| Cb3DistanceInput | Input for b3ShapeDistance |
| Cb3DistanceJointDef | Distance joint definition |
| Cb3DistanceOutput | Output for b3ShapeDistance |
| Cb3DynamicTree | The dynamic tree structure |
| Cb3ExplosionDef | The explosion definition is used to configure options for explosions |
| Cb3FeaturePair | Contact points are always the result of two edges intersecting |
| Cb3Filter | This is used to filter collision on shapes |
| Cb3FilterJointDef | A filter joint is used to disable collision between two specific bodies |
| Cb3HeightFieldData | A height field with compressed storage |
| Cb3HeightFieldDef | Data used to create a height field |
| Cb3HullData | A convex hull |
| Cb3HullFace | A hull face |
| Cb3HullHalfEdge | Half-edge for hull data structure |
| Cb3HullVertex | A hull vertex |
| Cb3JointDef | Base joint definition used by all joint types |
| Cb3JointEvent | Joint events report joints that are awake and have a force and/or torque exceeding the threshold The observed forces and torques are not returned for efficiency reasons |
| Cb3JointEvents | Joint events are buffered in the world and are available as event arrays after the time step is complete |
| Cb3JointId | Joint id references a joint instance. This should be treated as an opaque handle |
| Cb3LocalManifold | A local manifold with no dynamic information. Used by b3Collide functions |
| Cb3LocalManifoldPoint | A local manifold point and normal in frame A |
| Cb3Manifold | A contact manifold describes the contact points between colliding shapes |
| Cb3ManifoldPoint | A manifold point is a contact point belonging to a contact manifold |
| Cb3MassData | This holds the mass data computed for a shape |
| Cb3Matrix3 | A 3x3 matrix |
| Cb3Mesh | This allows mesh data to be re-used with different scales |
| Cb3MeshData | This is a sorted triangle collision bounding volume hierarchy |
| Cb3MeshDef | This is used to create a re-usable collision mesh |
| Cb3MeshNode | A mesh BVH node |
| Cb3MeshNode.data | Anonymous union |
| Cb3MeshNode.data.asLeaf | Leaf node |
| Cb3MeshNode.data.asNode | Internal node |
| Cb3MeshTriangle | A mesh triangle |
| Cb3MotionLocks | Motion locks to restrict the body movement |
| Cb3MotorJointDef | A motor joint is used to control the relative position and velocity between two bodies |
| Cb3ParallelJointDef | Parallel joint definition |
| Cb3Plane | A plane |
| Cb3PlaneResult | The plane between a character mover and a shape |
| Cb3PlaneSolverResult | Result returned by b3SolvePlanes |
| Cb3PrismaticJointDef | Prismatic joint definition |
| Cb3Quat | A quaternion |
| Cb3QueryFilter | The query filter is used to filter collisions between queries and shapes |
| Cb3RayCastInput | Low level ray cast input data |
| Cb3RayResult | Result from b3World_RayCastClosest |
| Cb3RecPlayerInfo | Summary of a recording, read once at open so a viewer can frame and label it |
| Cb3RecQueryHit | One result of a recorded spatial query |
| Cb3RecQueryInfo | A spatial query recorded during a replayed frame, exposed for inspection |
| Cb3RevoluteJointDef | Revolute joint definition |
| Cb3SATCache | Separating axis test cache. Provides temporal acceleration of collision routines |
| Cb3SegmentDistanceResult | The closest points between to segments or infinite lines |
| Cb3SensorBeginTouchEvent | A begin-touch event is generated when a shape starts to overlap a sensor shape |
| Cb3SensorEndTouchEvent | An end touch event is generated when a shape stops overlapping a sensor shape |
| Cb3SensorEvents | Sensor events are buffered in the world and are available as begin/end overlap event arrays after the time step is complete |
| Cb3ShapeCastInput | Low level shape cast input in generic form |
| Cb3ShapeCastPairInput | Input parameters for b3ShapeCast |
| Cb3ShapeDef | Used to create a shape |
| Cb3ShapeId | Shape id references a shape instance. This should be treated as an opaque handle |
| Cb3ShapeProxy | A shape proxy is used by the GJK algorithm. It can represent a convex shape |
| Cb3Simplex | Simplex from the GJK algorithm |
| Cb3SimplexCache | Used to warm start the GJK simplex |
| Cb3SimplexVertex | Simplex vertex for debugging the GJK algorithm |
| Cb3Sphere | A solid sphere |
| Cb3SphericalJointDef | Spherical joint definition |
| Cb3SurfaceMaterial | Material properties supported per triangle on meshes and height fields |
| Cb3Sweep | This describes the motion of a body/shape for TOI computation |
| Cb3TOIInput | Time of impact input |
| Cb3TOIOutput | Time of impact output |
| Cb3Transform | A rigid transform |
| Cb3TreeNode | A node in the dynamic tree |
| Cb3TreeNode.__unnamed0__ | |
| Cb3TreeNode.__unnamed1__ | |
| Cb3TreeNodeChildren | Tree node child indices. For internal usage |
| Cb3TreeStats | These are performance results returned by dynamic tree queries |
| Cb3Vec2 | A 2D vector |
| Cb3Vec3 | A 3D vector |
| Cb3Version | Version numbering scheme |
| Cb3WeldJointDef | Weld joint definition Connects two bodies together rigidly |
| Cb3WheelJointDef | Wheel joint definition Body A is the chassis and body B is the wheel |
| Cb3WorldDef | World definition used to create a simulation world |
| Cb3WorldId | World id references a world instance. This should be treated as an opaque handle |