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| b2RayCastInput — Class in package Box2D.Collision | |
| b2RayCastInput(p1:Box2D.Common.Math:b2Vec2, p2:Box2D.Common.Math:b2Vec2, maxFraction) — Constructor in class Box2D.Collision.b2RayCastInput | |
| b2RayCastOutput — Class in package Box2D.Collision | |
| b2RevoluteJoint — Class in package Box2D.Dynamics.Joints | |
| A revolute joint constrains to bodies to share a common point while they are free to rotate about the point. | |
| b2RevoluteJointDef — Class in package Box2D.Dynamics.Joints | |
| Revolute joint definition. | |
| b2RevoluteJointDef() — Constructor in class Box2D.Dynamics.Joints.b2RevoluteJointDef | |
| r — Property in class Box2D.Common.b2Color | |
| R — Property in class Box2D.Collision.b2OBB | |
| The rotation matrix | |
| R — Property in class Box2D.Common.Math.b2Transform | |
| ratio — Property in class Box2D.Dynamics.Joints.b2GearJointDef | |
| The gear ratio. | |
| ratio — Property in class Box2D.Dynamics.Joints.b2PulleyJointDef | |
| The pulley ratio, used to simulate a block-and-tackle. | |
| RayCast(output:Box2D.Collision:b2RayCastOutput, input:Box2D.Collision:b2RayCastInput) — Method in class Box2D.Collision.b2AABB | |
| Perform a precise raycast against the AABB. | |
| RayCast(callback, input:Box2D.Collision:b2RayCastInput) — Method in class Box2D.Collision.b2DynamicTree | |
| Ray-cast against the proxies in the tree. | |
| RayCast(callback, input:Box2D.Collision:b2RayCastInput) — Method in class Box2D.Collision.b2DynamicTreeBroadPhase | |
| Ray-cast agains the proxies in the tree. | |
| RayCast(callback, input:Box2D.Collision:b2RayCastInput) — Method in interface Box2D.Collision.IBroadPhase | |
| Ray-cast agains the proxies in the tree. | |
| RayCast(output:Box2D.Collision:b2RayCastOutput, input:Box2D.Collision:b2RayCastInput, transform:Box2D.Common.Math:b2Transform) — Method in class Box2D.Collision.Shapes.b2CircleShape | |
| Cast a ray against this shape. | |
| RayCast(output:Box2D.Collision:b2RayCastOutput, input:Box2D.Collision:b2RayCastInput, transform:Box2D.Common.Math:b2Transform) — Method in class Box2D.Collision.Shapes.b2PolygonShape | |
| Cast a ray against this shape. | |
| RayCast(output:Box2D.Collision:b2RayCastOutput, input:Box2D.Collision:b2RayCastInput, transform:Box2D.Common.Math:b2Transform) — Method in class Box2D.Collision.Shapes.b2Shape | |
| Cast a ray against this shape. | |
| RayCast(output:Box2D.Collision:b2RayCastOutput, input:Box2D.Collision:b2RayCastInput) — Method in class Box2D.Dynamics.b2Fixture | |
| Perform a ray cast against this shape. | |
| RayCast(callback, point1:Box2D.Common.Math:b2Vec2, point2:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.b2World | |
| Ray-cast the world for all fixtures in the path of the ray. | |
| RayCastAll(point1:Box2D.Common.Math:b2Vec2, point2:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.b2World | |
| RayCastOne(point1:Box2D.Common.Math:b2Vec2, point2:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.b2World | |
| RayCollide(userData, fixture:Box2D.Dynamics:b2Fixture) — Method in class Box2D.Dynamics.b2ContactFilter | |
| Return true if the given fixture should be considered for ray intersection. | |
| Rebalance(iterations) — Method in class Box2D.Collision.b2DynamicTree | |
| Perform some iterations to re-balance the tree. | |
| Rebalance(iterations) — Method in class Box2D.Collision.b2DynamicTreeBroadPhase | |
| Rebalance(iterations) — Method in interface Box2D.Collision.IBroadPhase | |
| Give the broadphase a chance for structural optimizations | |
| referenceAngle — Property in class Box2D.Dynamics.Joints.b2PrismaticJointDef | |
| The constrained angle between the bodies: bodyB_angle - bodyA_angle. | |
| referenceAngle — Property in class Box2D.Dynamics.Joints.b2RevoluteJointDef | |
| The bodyB angle minus bodyA angle in the reference state (radians). | |
| referenceAngle — Property in class Box2D.Dynamics.Joints.b2WeldJointDef | |
| The body2 angle minus body1 angle in the reference state (radians). | |
| referenceEdge — Property in class Box2D.Collision.Features | |
| The edge that defines the outward contact normal. | |
| RemoveBody(body:Box2D.Dynamics:b2Body) — Method in class Box2D.Dynamics.Controllers.b2Controller | |
| RemoveController(c:Box2D.Dynamics.Controllers:b2Controller) — Method in class Box2D.Dynamics.b2World | |
| Reset() — Method in class Box2D.Collision.b2Manifold | |
| Reset() — Method in class Box2D.Collision.b2ManifoldPoint | |
| ResetMassData() — Method in class Box2D.Dynamics.b2Body | |
| This resets the mass properties to the sum of the mass properties of the fixtures. | |
| restitution — Property in class Box2D.Collision.b2ContactPoint | |
| The combined restitution coefficient | |
| restitution — Property in class Box2D.Dynamics.b2FixtureDef | |
| The restitution (elasticity) usually in the range [0,1]. | |
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