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.
Class | Package | Description | |
---|---|---|---|
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. |