A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
I — Property in class Box2D.Collision.Shapes.b2MassData |
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The rotational inertia of the shape. |
id — Property in class Box2D.Collision.b2ContactPoint |
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< the contact id identifies the features in contact
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id — Property in class Box2D.Collision.b2ManifoldPoint |
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id — Property in class Box2D.Collision.ClipVertex |
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id — Property in class Box2D.Dynamics.Contacts.b2ContactResult |
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< the contact id identifies the features in contact
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_incidentEdge — Property in class Box2D.Collision.Features |
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incidentEdge — Property in class Box2D.Collision.Features |
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_incidentVertex — Property in class Box2D.Collision.Features |
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incidentVertex — Property in class Box2D.Collision.Features |
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Initialize(broadPhase:Box2D.Collision:b2BroadPhase, callback:Box2D.Collision:b2PairCallback) — Method in class Box2D.Collision.b2PairManager |
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Initialize(pos:Box2D.Common.Math:b2Vec2, r:Box2D.Common.Math:b2Mat22) — Method in class Box2D.Common.Math.b2XForm |
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Initialize using a position vector and a rotation matrix. |
Initialize(b1:Box2D.Dynamics:b2Body, b2:Box2D.Dynamics:b2Body, anchor1:Box2D.Common.Math:b2Vec2, anchor2:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.Joints.b2DistanceJointDef |
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Initialize the bodies, anchors, and length using the world
anchors. |
Initialize(b1:Box2D.Dynamics:b2Body, b2:Box2D.Dynamics:b2Body, anchor:Box2D.Common.Math:b2Vec2, axis:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.Joints.b2PrismaticJointDef |
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Initialize(b1:Box2D.Dynamics:b2Body, b2:Box2D.Dynamics:b2Body, ga1:Box2D.Common.Math:b2Vec2, ga2:Box2D.Common.Math:b2Vec2, anchor1:Box2D.Common.Math:b2Vec2, anchor2:Box2D.Common.Math:b2Vec2, r) — Method in class Box2D.Dynamics.Joints.b2PulleyJointDef |
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Initialize(b1:Box2D.Dynamics:b2Body, b2:Box2D.Dynamics:b2Body, anchor:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.Joints.b2RevoluteJointDef |
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Initialize the bodies, anchors, and reference angle using the world
anchor. |
InitializeRegisters() — Static method in class Box2D.Dynamics.Contacts.b2Contact |
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InitPositionConstraints() — Method in class Box2D.Dynamics.Joints.b2Joint |
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InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Contacts.b2ContactSolver |
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InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2DistanceJoint |
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InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2GearJoint |
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InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2Joint |
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InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2MouseJoint |
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InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2PrismaticJoint |
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InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2PulleyJoint |
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InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2RevoluteJoint |
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InPoints(w:Box2D.Common.Math:b2Vec2, points, pointCount) — Static method in class Box2D.Collision.b2Distance |
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InRange(aabb:Box2D.Collision:b2AABB) — Method in class Box2D.Collision.b2BroadPhase |
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Use this to see if your proxy is in range. |
InRange(aabb:Box2D.Collision:b2AABB) — Method in class Box2D.Dynamics.b2World |
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Check if the AABB is within the broadphase limits. |
inv_dt — Property in class Box2D.Dynamics.b2TimeStep |
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inverse time step (0 if dt == 0). |
Invert(out:Box2D.Common.Math:b2Mat22) — Method in class Box2D.Common.Math.b2Mat22 |
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IsBuffered() — Method in class Box2D.Collision.b2Pair |
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isBullet — Property in class Box2D.Dynamics.b2BodyDef |
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Is this a fast moving body that should be prevented from tunneling through
other moving bodies? Note that all bodies are prevented from tunneling through
static bodies. |
IsBullet() — Method in class Box2D.Dynamics.b2Body |
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Is this body treated like a bullet for continuous collision detection?
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IsConnected(other:Box2D.Dynamics:b2Body) — Method in class Box2D.Dynamics.b2Body |
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IsDynamic() — Method in class Box2D.Dynamics.b2Body |
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Is this body dynamic (movable)?
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IsFinal() — Method in class Box2D.Collision.b2Pair |
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IsFrozen() — Method in class Box2D.Dynamics.b2Body |
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Is this body frozen?
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IsLimitEnabled() — Method in class Box2D.Dynamics.Joints.b2PrismaticJoint |
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Is the joint limit enabled?
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IsLimitEnabled() — Method in class Box2D.Dynamics.Joints.b2RevoluteJoint |
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Is the joint limit enabled?
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IsLower() — Method in class Box2D.Collision.b2Bound |
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IsMotorEnabled() — Method in class Box2D.Dynamics.Joints.b2PrismaticJoint |
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Is the joint motor enabled?
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IsMotorEnabled() — Method in class Box2D.Dynamics.Joints.b2RevoluteJoint |
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Is the joint motor enabled?
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IsRemoved() — Method in class Box2D.Collision.b2Pair |
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isSensor — Property in class Box2D.Collision.Shapes.b2ShapeDef |
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A sensor shape collects contact information but never generates a collision
response. |
IsSensor() — Method in class Box2D.Collision.Shapes.b2Shape |
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Is this shape a sensor (non-solid)?
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isSleeping — Property in class Box2D.Dynamics.b2BodyDef |
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Is this body initially sleeping?
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IsSleeping() — Method in class Box2D.Dynamics.b2Body |
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Is this body sleeping (not simulating). |
IsSolid() — Method in class Box2D.Dynamics.Contacts.b2Contact |
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Is this contact solid?
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IsStatic() — Method in class Box2D.Dynamics.b2Body |
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Is this body static (immovable)?
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IsUpper() — Method in class Box2D.Collision.b2Bound |
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IsValid() — Method in class Box2D.Collision.b2AABB |
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Verify that the bounds are sorted. |
IsValid() — Method in class Box2D.Collision.b2Proxy |
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IsValid() — Method in class Box2D.Common.Math.b2Vec2 |
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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |