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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
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