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Box2D.Dynamics


Namespace Box2D.Dynamics

Namespaces

Box2D.Dynamics.Contacts

Box2D.Dynamics.Joints

Classes

b2Body

b2Body

b2Body

b2Body

b2Body

b2Body

b2Body

b2Body

b2Body

b2Body

b2Body

b2Body

b2BodyDef

b2BodyDef

b2BodyDef

b2BodyDef

b2BodyDef

b2BodyDef

b2BodyDef

A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. Shapes are added to a body after construction.

b2BodyDef

A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. Shapes are added to a body after construction.

b2BodyDef

b2BodyDef

b2BodyDef

b2BodyDef

b2ContactFilter

b2ContactFilter

b2ContactFilter

Implement this class to provide collision filtering. In other words, you can implement this class if you want finer control over contact creation.

b2ContactFilter

b2ContactFilter

b2ContactFilter

b2ContactFilter

b2ContactFilter

b2ContactFilter

Implement this class to provide collision filtering. In other words, you can implement this class if you want finer control over contact creation.

b2ContactFilter

b2ContactFilter

b2ContactFilter

b2ContactListener

b2ContactListener

b2ContactListener

Implement this class to get contact information. You can use these results for things like sounds and game logic. You can also get contact results by traversing the contact lists after the time step. However, you might miss some contacts because continuous physics leads to sub-stepping. Additionally you may receive multiple callbacks for the same contact in a single time step. You should strive to make your callbacks efficient because there may be many callbacks per time step. @warning You cannot create/destroy Box2D entities inside these callbacks. ///

b2ContactListener

b2ContactListener

b2ContactListener

b2ContactListener

Implement this class to get contact information. You can use these results for things like sounds and game logic. You can also get contact results by traversing the contact lists after the time step. However, you might miss some contacts because continuous physics leads to sub-stepping. Additionally you may receive multiple callbacks for the same contact in a single time step. You should strive to make your callbacks efficient because there may be many callbacks per time step. @warning You cannot create/destroy Box2D entities inside these callbacks. ///

b2ContactListener

b2ContactListener

b2ContactListener

b2ContactListener

b2ContactListener

b2ContactManager

b2ContactManager

b2ContactManager

b2ContactManager

b2ContactManager

b2ContactManager

b2ContactManager

b2ContactManager

b2ContactManager

b2ContactManager

b2ContactManager

b2ContactManager

b2DestructionListener

b2DestructionListener

b2DestructionListener

b2DestructionListener

b2DestructionListener

b2DestructionListener

b2DestructionListener

Joints and fixtures are destroyed when their associated body is destroyed. Implement this listener so that you may nullify references to these joints and shapes.

b2DestructionListener

Joints and fixtures are destroyed when their associated body is destroyed. Implement this listener so that you may nullify references to these joints and shapes.

b2DestructionListener

b2DestructionListener

b2DestructionListener

b2DestructionListener

b2Fixture

b2Fixture

b2Fixture

b2Fixture

b2Fixture

b2Fixture

b2Fixture

b2Fixture

b2Fixture

b2Fixture

b2Fixture

b2Fixture

b2FixtureDef

b2FixtureDef

A fixture definition is used to create a fixture. This class defines an abstract fixture definition. You can reuse fixture definitions safely.

b2FixtureDef

b2FixtureDef

b2FixtureDef

b2FixtureDef

b2FixtureDef

b2FixtureDef

b2FixtureDef

b2FixtureDef

b2FixtureDef

b2FixtureDef

A fixture definition is used to create a fixture. This class defines an abstract fixture definition. You can reuse fixture definitions safely.

b2Island

b2Island

b2Island

b2Island

b2Island

b2Island

b2Island

b2Island

b2Island

b2Island

b2Island

b2Island

b2QueryCallback

b2QueryCallback

b2QueryCallback

b2QueryCallback

b2QueryCallback

b2QueryCallback

b2QueryCallback

b2QueryCallback

b2QueryCallback

b2QueryCallback

b2QueryCallback

Callback class for AABB queries. See b2World::Query

b2QueryCallback

Callback class for AABB queries. See b2World::Query

b2RayCastCallback

b2RayCastCallback

b2RayCastCallback

b2RayCastCallback

b2RayCastCallback

b2RayCastCallback

b2RayCastCallback

b2RayCastCallback

b2RayCastCallback

b2RayCastCallback

b2RayCastCallback

b2RayCastCallback

b2World

b2World

b2World

b2World

b2World

b2World

b2World

b2World

b2World

b2World

b2World

b2World

b2WorldQueryWrapper

b2WorldQueryWrapper

b2WorldQueryWrapper

b2WorldQueryWrapper

b2WorldQueryWrapper

b2WorldQueryWrapper

b2WorldQueryWrapper

b2WorldQueryWrapper

b2WorldQueryWrapper

b2WorldQueryWrapper

b2WorldQueryWrapper

b2WorldQueryWrapper

b2WorldRayCastWrapper

b2WorldRayCastWrapper

b2WorldRayCastWrapper

b2WorldRayCastWrapper

b2WorldRayCastWrapper

b2WorldRayCastWrapper

b2WorldRayCastWrapper

b2WorldRayCastWrapper

b2WorldRayCastWrapper

b2WorldRayCastWrapper

b2WorldRayCastWrapper

b2WorldRayCastWrapper

Structs

b2ContactImpulse

b2ContactImpulse

b2ContactImpulse

b2ContactImpulse

b2ContactImpulse

Contact impulses for reporting. Impulses are used instead of forces because sub-step forces may approach infinity for rigid body collisions. These match up one-to-one with the contact points in b2Manifold.

b2ContactImpulse

Contact impulses for reporting. Impulses are used instead of forces because sub-step forces may approach infinity for rigid body collisions. These match up one-to-one with the contact points in b2Manifold.

b2ContactImpulse

b2ContactImpulse

b2ContactImpulse

b2ContactImpulse

b2ContactImpulse

b2ContactImpulse

b2Filter

b2Filter

b2Filter

b2Filter

b2Filter

b2Filter

b2Filter

b2Filter

b2Filter

b2Filter

b2Filter

b2Filter

b2FixtureProxy

b2FixtureProxy

b2FixtureProxy

b2FixtureProxy

b2FixtureProxy

b2FixtureProxy

b2FixtureProxy

b2FixtureProxy

b2FixtureProxy

b2FixtureProxy

b2FixtureProxy

b2FixtureProxy

b2SolverData

b2SolverData

b2SolverData

b2SolverData

b2SolverData

b2SolverData

b2SolverData

b2SolverData

b2SolverData

b2SolverData

b2SolverData

b2SolverData

b2TimeStep

b2TimeStep

b2TimeStep

b2TimeStep

b2TimeStep

b2TimeStep

b2TimeStep

b2TimeStep

b2TimeStep

b2TimeStep

b2TimeStep

b2TimeStep

Interfaces

Ib2QueryCallback

Ib2QueryCallback

Ib2QueryCallback

Ib2QueryCallback

Ib2QueryCallback

Ib2QueryCallback

Ib2QueryCallback

Ib2QueryCallback

Ib2QueryCallback

Ib2QueryCallback

Ib2QueryCallback

Ib2QueryCallback

Ib2RayCastCallback

Ib2RayCastCallback

Ib2RayCastCallback

Ib2RayCastCallback

Ib2RayCastCallback

Ib2RayCastCallback

Ib2RayCastCallback

Ib2RayCastCallback

Ib2RayCastCallback

Ib2RayCastCallback

Ib2RayCastCallback

Ib2RayCastCallback

Enums

b2BodyFlags

b2BodyFlags

b2BodyFlags

b2BodyFlags

b2BodyFlags

b2BodyFlags

b2BodyFlags

b2BodyFlags

b2BodyFlags

b2BodyFlags

b2BodyFlags

b2BodyFlags

b2BodyType

b2BodyType

b2BodyType

b2BodyType

b2BodyType

b2BodyType

b2BodyType

b2BodyType

b2BodyType

b2BodyType

b2BodyType

b2BodyType

b2WorldFlags

b2WorldFlags

b2WorldFlags

b2WorldFlags

b2WorldFlags

b2WorldFlags

b2WorldFlags

b2WorldFlags

b2WorldFlags

b2WorldFlags

b2WorldFlags

b2WorldFlags