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b2RayCastInput — Class in package Box2D.Collision |
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b2RayCastInput(p1:Box2D.Common.Math:b2Vec2, p2:Box2D.Common.Math:b2Vec2, maxFraction) — Constructor in class Box2D.Collision.b2RayCastInput |
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b2RayCastOutput — Class in package Box2D.Collision |
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b2RevoluteJoint — Class in package Box2D.Dynamics.Joints |
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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 |
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Revolute joint definition. |
b2RevoluteJointDef() — Constructor in class Box2D.Dynamics.Joints.b2RevoluteJointDef |
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r — Property in class Box2D.Common.b2Color |
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R — Property in class Box2D.Collision.b2OBB |
| The rotation matrix |
R — Property in class Box2D.Common.Math.b2Transform |
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ratio — Property in class Box2D.Dynamics.Joints.b2GearJointDef |
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The gear ratio. |
ratio — Property in class Box2D.Dynamics.Joints.b2PulleyJointDef |
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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 |
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Perform a precise raycast against the AABB. |
RayCast(callback, input:Box2D.Collision:b2RayCastInput) — Method in class Box2D.Collision.b2DynamicTree |
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Ray-cast against the proxies in the tree. |
RayCast(callback, input:Box2D.Collision:b2RayCastInput) — Method in class Box2D.Collision.b2DynamicTreeBroadPhase |
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Ray-cast agains the proxies in the tree. |
RayCast(callback, input:Box2D.Collision:b2RayCastInput) — Method in interface Box2D.Collision.IBroadPhase |
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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 |
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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 |
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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 |
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Cast a ray against this shape. |
RayCast(output:Box2D.Collision:b2RayCastOutput, input:Box2D.Collision:b2RayCastInput) — Method in class Box2D.Dynamics.b2Fixture |
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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 |
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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 |
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RayCastOne(point1:Box2D.Common.Math:b2Vec2, point2:Box2D.Common.Math:b2Vec2) — Method in class Box2D.Dynamics.b2World |
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RayCollide(userData, fixture:Box2D.Dynamics:b2Fixture) — Method in class Box2D.Dynamics.b2ContactFilter |
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Return true if the given fixture should be considered for ray intersection. |
Rebalance(iterations) — Method in class Box2D.Collision.b2DynamicTree |
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Perform some iterations to re-balance the tree. |
Rebalance(iterations) — Method in class Box2D.Collision.b2DynamicTreeBroadPhase |
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Rebalance(iterations) — Method in interface Box2D.Collision.IBroadPhase |
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Give the broadphase a chance for structural optimizations
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referenceAngle — Property in class Box2D.Dynamics.Joints.b2PrismaticJointDef |
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The constrained angle between the bodies: bodyB_angle - bodyA_angle. |
referenceAngle — Property in class Box2D.Dynamics.Joints.b2RevoluteJointDef |
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The bodyB angle minus bodyA angle in the reference state (radians). |
referenceAngle — Property in class Box2D.Dynamics.Joints.b2WeldJointDef |
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The body2 angle minus body1 angle in the reference state (radians). |
referenceEdge — Property in class Box2D.Collision.Features |
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The edge that defines the outward contact normal. |
RemoveBody(body:Box2D.Dynamics:b2Body) — Method in class Box2D.Dynamics.Controllers.b2Controller |
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RemoveController(c:Box2D.Dynamics.Controllers:b2Controller) — Method in class Box2D.Dynamics.b2World |
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Reset() — Method in class Box2D.Collision.b2Manifold |
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Reset() — Method in class Box2D.Collision.b2ManifoldPoint |
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ResetMassData() — Method in class Box2D.Dynamics.b2Body |
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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 |
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The restitution (elasticity) usually in the range [0,1]. |
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