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 |
|
The rotational inertia of the shape. |
IBroadPhase — Interface in package Box2D.Collision |
|
Interface for objects tracking overlap of many AABBs. |
id — Property in class Box2D.Collision.b2ContactPoint |
| The contact id identifies the features in contact |
id — Property in class Box2D.Dynamics.Contacts.b2ContactResult |
| The contact id identifies the features in contact |
incidentEdge — Property in class Box2D.Collision.Features |
|
The edge most anti-parallel to the reference edge. |
incidentVertex — Property in class Box2D.Collision.Features |
|
The vertex (0 or 1) on the incident edge that was clipped. |
indexA — Property in class Box2D.Collision.b2SimplexCache |
| Vertices on shape a |
indexB — Property in class Box2D.Collision.b2SimplexCache |
| Vertices on shape b |
inertiaScale — Property in class Box2D.Dynamics.b2BodyDef |
|
Scales the inertia tensor. |
Initialize(manifold:Box2D.Collision:b2Manifold, xfA:Box2D.Common.Math:b2Transform, radiusA, xfB:Box2D.Common.Math:b2Transform, radiusB) — Method in class Box2D.Collision.b2WorldManifold |
|
Evaluate the manifold with supplied transforms. |
Initialize(pos:Box2D.Common.Math:b2Vec2, r:Box2D.Common.Math:b2Mat22) — Method in class Box2D.Common.Math.b2Transform |
|
Initialize using a position vector and a rotation matrix. |
Initialize(bA:Box2D.Dynamics:b2Body, bB:Box2D.Dynamics:b2Body, anchorA:Box2D.Common.Math:b2Vec2, anchorB:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.Joints.b2DistanceJointDef |
|
Initialize the bodies, anchors, and length using the world
anchors. |
Initialize(bA:Box2D.Dynamics:b2Body, bB:Box2D.Dynamics:b2Body, anchor:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.Joints.b2FrictionJointDef |
|
Initialize the bodies, anchors, axis, and reference angle using the world
anchor and world axis. |
Initialize(bA:Box2D.Dynamics:b2Body, bB:Box2D.Dynamics:b2Body, anchor:Box2D.Common.Math:b2Vec2, axis:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.Joints.b2LineJointDef |
| |
Initialize(bA:Box2D.Dynamics:b2Body, bB:Box2D.Dynamics:b2Body, anchor:Box2D.Common.Math:b2Vec2, axis:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.Joints.b2PrismaticJointDef |
| |
Initialize(bA:Box2D.Dynamics:b2Body, bB:Box2D.Dynamics:b2Body, gaA:Box2D.Common.Math:b2Vec2, gaB:Box2D.Common.Math:b2Vec2, anchorA:Box2D.Common.Math:b2Vec2, anchorB:Box2D.Common.Math:b2Vec2, r) — Method in class Box2D.Dynamics.Joints.b2PulleyJointDef |
| |
Initialize(bA:Box2D.Dynamics:b2Body, bB: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. |
Initialize(bA:Box2D.Dynamics:b2Body, bB:Box2D.Dynamics:b2Body, anchor:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.Joints.b2WeldJointDef |
|
Initialize the bodies, anchors, axis, and reference angle using the world
anchor and world axis. |
invSqr — Property in class Box2D.Dynamics.Controllers.b2GravityController |
|
If true, gravity is proportional to r^-2, otherwise r^-1
|
IsActive() — Method in class Box2D.Dynamics.b2Body |
|
Get the active state of the body. |
IsActive() — Method in class Box2D.Dynamics.Joints.b2Joint |
|
Short-cut function to determine if either body is inactive. |
isALoop — Property in class Box2D.Collision.Shapes.b2EdgeChainDef |
| Whether to create an extra edge between the first and last vertices. |
IsAwake() — Method in class Box2D.Dynamics.b2Body |
|
Get the sleeping state of this body. |
IsBullet() — Method in class Box2D.Dynamics.b2Body |
|
Is this body treated like a bullet for continuous collision detection?
|
IsContinuous() — Method in class Box2D.Dynamics.Contacts.b2Contact |
|
Does this contact generate TOI events for continuous simulation
|
IsEnabled() — Method in class Box2D.Dynamics.Contacts.b2Contact |
|
Has this contact been disabled?
|
IsFixedRotation() — Method in class Box2D.Dynamics.b2Body |
|
Does this body have fixed rotation?
|
IsLimitEnabled() — Method in class Box2D.Dynamics.Joints.b2LineJoint |
|
Is the joint limit enabled?
|
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?
|
IsLocked() — Method in class Box2D.Dynamics.b2World |
|
Is the world locked (in the middle of a time step). |
IsMotorEnabled() — Method in class Box2D.Dynamics.Joints.b2LineJoint |
|
Is the joint motor enabled?
|
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?
|
isSensor — Property in class Box2D.Dynamics.b2FixtureDef |
|
A sensor shape collects contact information but never generates a collision
response. |
IsSensor() — Method in class Box2D.Dynamics.b2Fixture |
|
Is this fixture a sensor (non-solid)?
|
IsSensor() — Method in class Box2D.Dynamics.Contacts.b2Contact |
|
Is this contact a sensor?
|
IsSleepingAllowed() — Method in class Box2D.Dynamics.b2Body |
|
Is this body allowed to sleep?
|
IsTouching() — Method in class Box2D.Dynamics.Contacts.b2Contact |
|
Is this contact touching. |
IsValid() — Method in class Box2D.Collision.b2AABB |
|
Verify that the bounds are sorted. |
IsValid() — Method in class Box2D.Common.Math.b2Vec2 |
| |
iterations — Property in class Box2D.Collision.b2DistanceOutput |
| Number of gjk iterations used |
|
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 |