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.


 ClassPackageDescription
 b2AABB
Box2D.Collision An axis aligned bounding box.
 b2Body
Box2D.Dynamics A rigid body.
 b2BodyDef
Box2D.Dynamics A body definition holds all the data needed to construct a rigid body.
 b2BuoyancyController
Box2D.Dynamics.Controllers Calculates buoyancy forces for fluids in the form of a half plane
 b2CircleShape
Box2D.Collision.Shapes A circle shape.
 b2Color
Box2D.Common Color for debug drawing.
 b2ConstantAccelController
Box2D.Dynamics.Controllers Applies an acceleration every frame, like gravity
 b2ConstantForceController
Box2D.Dynamics.Controllers Applies a force every frame
 b2Contact
Box2D.Dynamics.Contacts The class manages contact between two shapes.
 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.
 b2ContactImpulse
Box2D.Dynamics Contact impulses for reporting.
 b2ContactListener
Box2D.Dynamics Implement this class to get contact information.
 b2ContactPoint
Box2D.Collision This structure is used to report contact points.
 b2ContactResult
Box2D.Dynamics.Contacts This structure is used to report contact point results.
 b2Controller
Box2D.Dynamics.Controllers Base class for controllers.
 b2ControllerEdge
Box2D.Dynamics.Controllers 
 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.
 b2DistanceInput
Box2D.Collision Input for b2Distance.
 b2DistanceJoint
Box2D.Dynamics.Joints A distance joint constrains two points on two bodies to remain at a fixed distance from each other.
 b2DistanceJointDef
Box2D.Dynamics.Joints Distance joint definition.
 b2DistanceOutput
Box2D.Collision Output for b2Distance.
 b2DistanceProxy
Box2D.Collision A distance proxy is used by the GJK algorithm.
 b2DynamicTree
Box2D.Collision A dynamic tree arranges data in a binary tree to accelerate queries such as volume queries and ray casts.
 b2DynamicTreeBroadPhase
Box2D.Collision The broad-phase is used for computing pairs and performing volume queries and ray casts.
 b2EdgeChainDef
Box2D.Collision.Shapes This structure is used to build edge shapes.
 b2FilterData
Box2D.Dynamics This holds contact filtering data.
 b2Fixture
Box2D.Dynamics A fixture is used to attach a shape to a body for collision detection.
 b2FixtureDef
Box2D.Dynamics A fixture definition is used to create a fixture.
 b2FrictionJoint
Box2D.Dynamics.Joints Friction joint.
 b2FrictionJointDef
Box2D.Dynamics.Joints Friction joint defintion
 b2GearJoint
Box2D.Dynamics.Joints A gear joint is used to connect two joints together.
 b2GearJointDef
Box2D.Dynamics.Joints Gear joint definition.
 b2GravityController
Box2D.Dynamics.Controllers Applies simplified gravity between every pair of bodies
 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.
 b2LineJoint
Box2D.Dynamics.Joints A line joint.
 b2LineJointDef
Box2D.Dynamics.Joints Line joint definition.
 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.
 b2Mat33
Box2D.Common.Math A 3-by-3 matrix.
 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.
 b2OBB
Box2D.Collision An oriented bounding box.
 b2PolygonShape
Box2D.Collision.Shapes Convex polygon.
 b2PrismaticJoint
Box2D.Dynamics.Joints A prismatic joint.
 b2PrismaticJointDef
Box2D.Dynamics.Joints Prismatic joint definition.
 b2PulleyJoint
Box2D.Dynamics.Joints The pulley joint is connected to two bodies and two fixed ground points.
 b2PulleyJointDef
Box2D.Dynamics.Joints Pulley joint definition.
 b2RayCastInput
Box2D.Collision 
 b2RayCastOutput
Box2D.Collision 
 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 line in space between two given vertices.
 b2Settings
Box2D.Common This class controls Box2D global settings
 b2Shape
Box2D.Collision.Shapes A shape is used for collision detection.
 b2SimplexCache
Box2D.Collision Used to warm start b2Distance.
 b2Sweep
Box2D.Common.Math This describes the motion of a body/shape for TOI computation.
 b2TensorDampingController
Box2D.Dynamics.Controllers Applies top down linear damping to the controlled bodies The damping is calculated by multiplying velocity by a matrix in local co-ordinates.
 b2TOIInput
Box2D.Collision Inpute parameters for b2TimeOfImpact
 b2Transform
Box2D.Common.Math A transform contains translation and rotation.
 b2Vec2
Box2D.Common.Math A 2D column vector.
 b2Vec3
Box2D.Common.Math A 2D column vector with 3 elements.
 b2WeldJoint
Box2D.Dynamics.Joints A weld joint essentially glues two bodies together.
 b2WeldJointDef
Box2D.Dynamics.Joints Weld joint definition.
 b2World
Box2D.Dynamics The world class manages all physics entities, dynamic simulation, and asynchronous queries.
 b2WorldManifold
Box2D.Collision This is used to compute the current state of a contact manifold.
 Features
Box2D.Collision We use contact ids to facilitate warm starting.
 IBroadPhase
Box2D.Collision Interface for objects tracking overlap of many AABBs.