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Box2D
2.3.0
A 2D Physics Engine for Games
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| An axis aligned bounding box | |
| A rigid body. These are created via b2World::CreateBody | |
| Used for computing contact manifolds | |
| Color for debug drawing. Each value has the range [0,1] | |
| Contact ids to facilitate warm starting | |
| Output for b2Distance | |
| This holds contact filtering data | |
| This proxy is used internally to connect fixtures to the broad-phase | |
| This is an internal class | |
| Joint definitions are used to construct joints | |
| This holds the mass data computed for a shape | |
| A 2-by-2 matrix. Stored in column-major order | |
| A 3-by-3 matrix. Stored in column-major order | |
| This is an internal structure | |
| Profiling data. Times are in milliseconds | |
| Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1) | |
| Rotation | |
| Solver Data | |
| This is an internal structure | |
| Input parameters for b2TimeOfImpact | |
| A node in the dynamic tree. The client does not interact with this directly | |
| A 2D column vector | |
| A 2D column vector with 3 elements | |
| This is an internal structure | |
| This is used to compute the current state of a contact manifold | |
1.8.6