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I — Property in class Box2D.Collision.Shapes.b2MassData
The rotational inertia of the shape.
id — Property in class Box2D.Collision.b2ContactPoint
< the contact id identifies the features in contact
id — Property in class Box2D.Collision.b2ManifoldPoint
id — Property in class Box2D.Collision.ClipVertex
id — Property in class Box2D.Dynamics.Contacts.b2ContactResult
< the contact id identifies the features in contact
_incidentEdge — Property in class Box2D.Collision.Features
incidentEdge — Property in class Box2D.Collision.Features
_incidentVertex — Property in class Box2D.Collision.Features
incidentVertex — Property in class Box2D.Collision.Features
Initialize(broadPhase:Box2D.Collision:b2BroadPhase, callback:Box2D.Collision:b2PairCallback) — Method in class Box2D.Collision.b2PairManager
Initialize(pos:Box2D.Common.Math:b2Vec2, r:Box2D.Common.Math:b2Mat22) — Method in class Box2D.Common.Math.b2XForm
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
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
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
Initialize(b1:Box2D.Dynamics:b2Body, b2:Box2D.Dynamics:b2Body, anchor:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.Joints.b2RevoluteJointDef
Initialize the bodies, anchors, and reference angle using the world anchor.
InitializeRegisters() — Static method in class Box2D.Dynamics.Contacts.b2Contact
InitPositionConstraints() — Method in class Box2D.Dynamics.Joints.b2Joint
InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Contacts.b2ContactSolver
InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2DistanceJoint
InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2GearJoint
InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2Joint
InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2MouseJoint
InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2PrismaticJoint
InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2PulleyJoint
InitVelocityConstraints(step:Box2D.Dynamics:b2TimeStep) — Method in class Box2D.Dynamics.Joints.b2RevoluteJoint
InPoints(w:Box2D.Common.Math:b2Vec2, points, pointCount) — Static method in class Box2D.Collision.b2Distance
InRange(aabb:Box2D.Collision:b2AABB) — Method in class Box2D.Collision.b2BroadPhase
Use this to see if your proxy is in range.
InRange(aabb:Box2D.Collision:b2AABB) — Method in class Box2D.Dynamics.b2World
Check if the AABB is within the broadphase limits.
inv_dt — Property in class Box2D.Dynamics.b2TimeStep
inverse time step (0 if dt == 0).
Invert(out:Box2D.Common.Math:b2Mat22) — Method in class Box2D.Common.Math.b2Mat22
IsBuffered() — Method in class Box2D.Collision.b2Pair
isBullet — Property in class Box2D.Dynamics.b2BodyDef
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
Is this body treated like a bullet for continuous collision detection?
IsConnected(other:Box2D.Dynamics:b2Body) — Method in class Box2D.Dynamics.b2Body
IsDynamic() — Method in class Box2D.Dynamics.b2Body
Is this body dynamic (movable)?
IsFinal() — Method in class Box2D.Collision.b2Pair
IsFrozen() — Method in class Box2D.Dynamics.b2Body
Is this body frozen?
IsLimitEnabled() — Method in class Box2D.Dynamics.Joints.b2PrismaticJoint
Is the joint limit enabled?
IsLimitEnabled() — Method in class Box2D.Dynamics.Joints.b2RevoluteJoint
Is the joint limit enabled?
IsLower() — Method in class Box2D.Collision.b2Bound
IsMotorEnabled() — Method in class Box2D.Dynamics.Joints.b2PrismaticJoint
Is the joint motor enabled?
IsMotorEnabled() — Method in class Box2D.Dynamics.Joints.b2RevoluteJoint
Is the joint motor enabled?
IsRemoved() — Method in class Box2D.Collision.b2Pair
isSensor — Property in class Box2D.Collision.Shapes.b2ShapeDef
A sensor shape collects contact information but never generates a collision response.
IsSensor() — Method in class Box2D.Collision.Shapes.b2Shape
Is this shape a sensor (non-solid)?
isSleeping — Property in class Box2D.Dynamics.b2BodyDef
Is this body initially sleeping?
IsSleeping() — Method in class Box2D.Dynamics.b2Body
Is this body sleeping (not simulating).
IsSolid() — Method in class Box2D.Dynamics.Contacts.b2Contact
Is this contact solid?
IsStatic() — Method in class Box2D.Dynamics.b2Body
Is this body static (immovable)?
IsUpper() — Method in class Box2D.Collision.b2Bound
IsValid() — Method in class Box2D.Collision.b2AABB
Verify that the bounds are sorted.
IsValid() — Method in class Box2D.Collision.b2Proxy
IsValid() — Method in class Box2D.Common.Math.b2Vec2
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