Box3D 0.1.0
A 3D physics engine for games
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Data Structures
Here are the data structures with brief descriptions:
 Cb3AABBAxis aligned bounding box
 Cb3BodyCastResultBody cast result for ray and shape casts
 Cb3BodyDefA body definition holds all the data needed to construct a rigid body
 Cb3BodyEventsBody events are buffered in the world and are available as event arrays after the time step is complete
 Cb3BodyIdBody id references a body instance. This should be treated as an opaque handle
 Cb3BodyMoveEventBody move events triggered when a body moves
 Cb3BodyPlaneResultBody plane result for movers
 Cb3BoxCastInputInput for sweeping an AABB through a dynamic tree
 Cb3BoxHullEfficient box hull
 Cb3CapacityOptional world capacities that can be use to avoid run-time allocations
 Cb3CapsuleA solid capsule can be viewed as two hemispheres connected by a rectangle
 Cb3CastOutputLow level ray cast or shape-cast output data
 Cb3ChildShapeChild shape of a compound
 Cb3ChildShape.__unnamed0__Tagged union
 Cb3CollisionPlaneThese are collision planes that can be fed to b3SolvePlanes
 Cb3CompoundCapsuleA capsule that lives in a compound
 Cb3CompoundCapsuleDefDefinition for a capsule in a compound shape
 Cb3CompoundDataThe runtime data for a compound shape
 Cb3CompoundDefDefinition for creating a compound shape
 Cb3CompoundHullA hull that lives in a compound
 Cb3CompoundHullDefDefinition for a convex hull in a compound shape
 Cb3CompoundMeshA mesh with non-uniform scale that lives in a compound
 Cb3CompoundMeshDefDefinition for a triangle mesh in a compound shape
 Cb3CompoundSphereA sphere that lives in a compound
 Cb3CompoundSphereDefDefinition for a sphere in a compound shape
 Cb3ContactBeginTouchEventA begin-touch event is generated when two shapes begin touching
 Cb3ContactDataThe contact data for two shapes
 Cb3ContactEndTouchEventAn end touch event is generated when two shapes stop touching
 Cb3ContactEventsContact events are buffered in the world and are available as event arrays after the time step is complete
 Cb3ContactHitEventA hit touch event is generated when two shapes collide with a speed faster than the hit speed threshold
 Cb3ContactIdContact id references a contact instance. This should be treated as an opaque handle
 Cb3CosSinCosine and sine pair
 Cb3DebugDrawThis struct is passed to b3World_Draw to draw a debug view of the simulation world
 Cb3DebugShapeThis is sent to the user for debug shape creation
 Cb3DebugShape.__unnamed0__Tagged union
 Cb3DistanceInputInput for b3ShapeDistance
 Cb3DistanceJointDefDistance joint definition
 Cb3DistanceOutputOutput for b3ShapeDistance
 Cb3DynamicTreeThe dynamic tree structure
 Cb3ExplosionDefThe explosion definition is used to configure options for explosions
 Cb3FeaturePairContact points are always the result of two edges intersecting
 Cb3FilterThis is used to filter collision on shapes
 Cb3FilterJointDefA filter joint is used to disable collision between two specific bodies
 Cb3HeightFieldDataA height field with compressed storage
 Cb3HeightFieldDefData used to create a height field
 Cb3HullDataA convex hull
 Cb3HullFaceA hull face
 Cb3HullHalfEdgeHalf-edge for hull data structure
 Cb3HullVertexA hull vertex
 Cb3JointDefBase joint definition used by all joint types
 Cb3JointEventJoint 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
 Cb3JointEventsJoint events are buffered in the world and are available as event arrays after the time step is complete
 Cb3JointIdJoint id references a joint instance. This should be treated as an opaque handle
 Cb3LocalManifoldA local manifold with no dynamic information. Used by b3Collide functions
 Cb3LocalManifoldPointA local manifold point and normal in frame A
 Cb3ManifoldA contact manifold describes the contact points between colliding shapes
 Cb3ManifoldPointA manifold point is a contact point belonging to a contact manifold
 Cb3MassDataThis holds the mass data computed for a shape
 Cb3Matrix3A 3x3 matrix
 Cb3MeshThis allows mesh data to be re-used with different scales
 Cb3MeshDataThis is a sorted triangle collision bounding volume hierarchy
 Cb3MeshDefThis is used to create a re-usable collision mesh
 Cb3MeshNodeA mesh BVH node
 Cb3MeshNode.dataAnonymous union
 Cb3MeshNode.data.asLeafLeaf node
 Cb3MeshNode.data.asNodeInternal node
 Cb3MeshTriangleA mesh triangle
 Cb3MotionLocksMotion locks to restrict the body movement
 Cb3MotorJointDefA motor joint is used to control the relative position and velocity between two bodies
 Cb3ParallelJointDefParallel joint definition
 Cb3PlaneA plane
 Cb3PlaneResultThe plane between a character mover and a shape
 Cb3PlaneSolverResultResult returned by b3SolvePlanes
 Cb3PrismaticJointDefPrismatic joint definition
 Cb3QuatA quaternion
 Cb3QueryFilterThe query filter is used to filter collisions between queries and shapes
 Cb3RayCastInputLow level ray cast input data
 Cb3RayResultResult from b3World_RayCastClosest
 Cb3RecPlayerInfoSummary of a recording, read once at open so a viewer can frame and label it
 Cb3RecQueryHitOne result of a recorded spatial query
 Cb3RecQueryInfoA spatial query recorded during a replayed frame, exposed for inspection
 Cb3RevoluteJointDefRevolute joint definition
 Cb3SATCacheSeparating axis test cache. Provides temporal acceleration of collision routines
 Cb3SegmentDistanceResultThe closest points between to segments or infinite lines
 Cb3SensorBeginTouchEventA begin-touch event is generated when a shape starts to overlap a sensor shape
 Cb3SensorEndTouchEventAn end touch event is generated when a shape stops overlapping a sensor shape
 Cb3SensorEventsSensor events are buffered in the world and are available as begin/end overlap event arrays after the time step is complete
 Cb3ShapeCastInputLow level shape cast input in generic form
 Cb3ShapeCastPairInputInput parameters for b3ShapeCast
 Cb3ShapeDefUsed to create a shape
 Cb3ShapeIdShape id references a shape instance. This should be treated as an opaque handle
 Cb3ShapeProxyA shape proxy is used by the GJK algorithm. It can represent a convex shape
 Cb3SimplexSimplex from the GJK algorithm
 Cb3SimplexCacheUsed to warm start the GJK simplex
 Cb3SimplexVertexSimplex vertex for debugging the GJK algorithm
 Cb3SphereA solid sphere
 Cb3SphericalJointDefSpherical joint definition
 Cb3SurfaceMaterialMaterial properties supported per triangle on meshes and height fields
 Cb3SweepThis describes the motion of a body/shape for TOI computation
 Cb3TOIInputTime of impact input
 Cb3TOIOutputTime of impact output
 Cb3TransformA rigid transform
 Cb3TreeNodeA node in the dynamic tree
 Cb3TreeNode.__unnamed0__
 Cb3TreeNode.__unnamed1__
 Cb3TreeNodeChildrenTree node child indices. For internal usage
 Cb3TreeStatsThese are performance results returned by dynamic tree queries
 Cb3Vec2A 2D vector
 Cb3Vec3A 3D vector
 Cb3VersionVersion numbering scheme
 Cb3WeldJointDefWeld joint definition Connects two bodies together rigidly
 Cb3WheelJointDefWheel joint definition Body A is the chassis and body B is the wheel
 Cb3WorldDefWorld definition used to create a simulation world
 Cb3WorldIdWorld id references a world instance. This should be treated as an opaque handle