Documentation for classes includes syntax, usage information, and code samples for methods, properties, and event handlers and listeners for those APIs that belong to a specific class in ActionScript. The classes are listed alphabetically. If you are not sure to which class a certain method or property belongs, you can look it up in the Index.
Class | Package | Description | |
---|---|---|---|
b2AABB
| Box2D.Collision | A manifold for two touching convex shapes. | |
b2Body
| Box2D.Dynamics | A rigid body. | |
b2BodyDef
| Box2D.Dynamics | A body definition holds all the data needed to construct a rigid body. | |
b2Bound
| Box2D.Collision | ||
b2BoundaryListener
| Box2D.Dynamics | This is called when a body's shape passes outside of the world boundary. | |
b2BoundValues
| Box2D.Collision | ||
b2BroadPhase
| Box2D.Collision | his broad phase uses the Sweep and Prune algorithm as described in: ollision Detection in Interactive 3D Environments by Gino van den Bergen lso, some ideas, such as using integral values for fast compares comes from ullet (http:/www.bulletphysics.com). | |
b2BufferedPair
| Box2D.Collision | ||
b2CircleContact
| Box2D.Dynamics.Contacts | ||
b2CircleDef
| Box2D.Collision.Shapes | This structure is used to build circle shapes. | |
b2CircleShape
| Box2D.Collision.Shapes | ||
b2Collision
| Box2D.Collision | ||
b2Color
| Box2D.Common | A 2D column vector. | |
b2Contact
| Box2D.Dynamics.Contacts | typedef b2Contactb2ContactCreateFcn(b2Shapeshape1, b2Shapeshape2, b2BlockAllocatorallocator); typedef void b2ContactDestroyFcn(b2Contactcontact, b2BlockAllocatorallocator); | |
b2ContactConstraint
| Box2D.Dynamics.Contacts | ||
b2ContactConstraintPoint
| Box2D.Dynamics.Contacts | ||
b2ContactEdge
| Box2D.Dynamics.Contacts | A contact edge is used to connect bodies and contacts together in a contact graph where each body is a node and each contact is an edge. | |
b2ContactFilter
| Box2D.Dynamics | Implement this class to provide collision filtering. | |
b2ContactID
| Box2D.Collision | We use contact ids to facilitate warm starting. | |
b2ContactListener
| Box2D.Dynamics | Implement this class to get collision results. | |
b2ContactManager
| Box2D.Dynamics | Delegate of b2World. | |
b2ContactPoint
| Box2D.Collision | This structure is used to report contact points. | |
b2ContactRegister
| Box2D.Dynamics.Contacts | ||
b2ContactResult
| Box2D.Dynamics.Contacts | This structure is used to report contact point results. | |
b2ContactSolver
| Box2D.Dynamics.Contacts | ||
b2DebugDraw
| Box2D.Dynamics | Implement and register this class with a b2World to provide debug drawing of physics entities in your game. | |
b2DestructionListener
| Box2D.Dynamics | Joints and shapes are destroyed when their associated body is destroyed. | |
b2Distance
| Box2D.Collision | ||
b2DistanceJoint
| Box2D.Dynamics.Joints | 1-D constrained system m (v2 - v1) = lambda v2 + (beta/h) x1 + gamma lambda = 0, gamma has units of inverse mass. | |
b2DistanceJointDef
| Box2D.Dynamics.Joints | Distance joint definition. | |
b2FilterData
| Box2D.Collision.Shapes | This holds contact filtering data. | |
b2GearJoint
| Box2D.Dynamics.Joints | A gear joint is used to connect two joints together. | |
b2GearJointDef
| Box2D.Dynamics.Joints | Gear joint definition. | |
b2Island
| Box2D.Dynamics | Position Correction Notes ========================= I tried the several algorithms for position correction of the 2D revolute joint. | |
b2Jacobian
| Box2D.Dynamics.Joints | ||
b2Joint
| Box2D.Dynamics.Joints | The base joint class. | |
b2JointDef
| Box2D.Dynamics.Joints | Joint definitions are used to construct joints. | |
b2JointEdge
| Box2D.Dynamics.Joints | A joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an edge. | |
b2Manifold
| Box2D.Collision | A manifold for two touching convex shapes. | |
b2ManifoldPoint
| Box2D.Collision | A manifold point is a contact point belonging to a contact manifold. | |
b2MassData
| Box2D.Collision.Shapes | This holds the mass data computed for a shape. | |
b2Mat22
| Box2D.Common.Math | A 2-by-2 matrix. | |
b2Math
| Box2D.Common.Math | ||
b2MouseJoint
| Box2D.Dynamics.Joints | A mouse joint is used to make a point on a body track a specified world point. | |
b2MouseJointDef
| Box2D.Dynamics.Joints | Mouse joint definition. | |
b2NullContact
| Box2D.Dynamics.Contacts | ||
b2OBB
| Box2D.Collision | An oriented bounding box. | |
b2Pair
| Box2D.Collision | ||
b2PairCallback
| Box2D.Collision | ||
b2PairManager
| Box2D.Collision | ||
b2Point
| Box2D.Collision | This is used for polygon-vs-circle distance. | |
b2PolyAndCircleContact
| Box2D.Dynamics.Contacts | ||
b2PolygonContact
| Box2D.Dynamics.Contacts | ||
b2PolygonDef
| Box2D.Collision.Shapes | ||
b2PolygonShape
| Box2D.Collision.Shapes | Convex polygon. | |
b2PrismaticJoint
| Box2D.Dynamics.Joints | Linear constraint (point-to-line) Angular constraint Motor/Limit linear constraint | |
b2PrismaticJointDef
| Box2D.Dynamics.Joints | ||
b2Proxy
| Box2D.Collision | ||
b2PulleyJoint
| Box2D.Dynamics.Joints | The pulley joint is connected to two bodies and two fixed ground points. | |
b2PulleyJointDef
| Box2D.Dynamics.Joints | Pulley joint definition. | |
b2RevoluteJoint
| Box2D.Dynamics.Joints | A revolute joint constrains to bodies to share a common point while they are free to rotate about the point. | |
b2RevoluteJointDef
| Box2D.Dynamics.Joints | Revolute joint definition. | |
b2Segment
| Box2D.Collision | A manifold for two touching convex shapes. | |
b2Settings
| Box2D.Common | ||
b2Shape
| Box2D.Collision.Shapes | A shape is used for collision detection. | |
b2ShapeDef
| Box2D.Collision.Shapes | A shape definition is used to construct a shape. | |
b2Sweep
| Box2D.Common.Math | This describes the motion of a body/shape for TOI computation. | |
b2TimeOfImpact
| Box2D.Collision | ||
b2TimeStep
| Box2D.Dynamics | ||
b2Vec2
| Box2D.Common.Math | A 2D column vector. | |
b2World
| Box2D.Dynamics | ||
b2XForm
| Box2D.Common.Math | A transform contains translation and rotation. | |
ClipVertex
| Box2D.Collision | ||
Features
| Box2D.Collision | We use contact ids to facilitate warm starting. |