Class  Description 

b2AABB 
An axis aligned bounding box.

b2AllocFunction 
Use this function to override b2Alloc() without recompiling this library.

b2BlockAllocator  
b2Body 
A rigid body.

b2BodyDef 
A body definition holds all the data needed to construct a rigid body.

b2BroadPhase 
The broadphase is used for computing pairs and performing volume queries and ray casts.

b2ChainShape 
A chain shape is a free form sequence of line segments.

b2CircleShape 
A circle shape.

b2ClipVertex 
Used for computing contact manifolds.

b2Color 
Color for debug drawing.

b2Contact 
The class manages contact between two shapes.

b2ContactCreateFcn  
b2ContactDestroyFcn  
b2ContactEdge 
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.

b2ContactFeature 
The features that intersect to form the contact point
This must be 4 bytes or less.

b2ContactFilter 
Implement this class to provide collision filtering.

b2ContactID 
Contact ids to facilitate warm starting.

b2ContactImpulse 
Contact impulses for reporting.

b2ContactListener 
Implement this class to get contact information.

b2ContactManager  
b2ContactRegister  
b2ContactResult  
b2Controller  
b2DestructionListener 
Joints and fixtures are destroyed when their associated
body is destroyed.

b2DistanceInput 
Input for b2Distance.

b2DistanceJoint 
A distance joint constrains two points on two bodies
to remain at a fixed distance from each other.

b2DistanceJointDef 
Distance joint definition.

b2DistanceOutput 
Output for b2Distance.

b2DistanceProxy 
A distance proxy is used by the GJK algorithm.

b2Draw 
Implement and register this class with a b2World to provide debug drawing of physics
entities in your game.

b2DynamicTree 
A dynamic AABB tree broadphase, inspired by Nathanael Presson's btDbvt.

b2DynamicTreeQueryCallback  
b2DynamicTreeRayCastCallback  
b2EdgeShape 
A line segment (edge) shape.

b2Filter 
This holds contact filtering data.

b2Fixture 
A fixture is used to attach a shape to a body for collision detection.

b2FixtureDef 
A fixture definition is used to create a fixture.

b2FixtureProxy 
This proxy is used internally to connect fixtures to the broadphase.

b2FreeFunction 
Use this function to override b2Free() without recompiling this library.

b2FrictionJoint 
Friction joint.

b2FrictionJointDef 
Friction joint definition.

b2GearJoint 
A gear joint is used to connect two joints together.

b2GearJointDef 
Gear joint definition.

b2IntrusiveListNode 
b2IntrusiveListNode is used to implement an intrusive doublylinked
list.

b2Jacobian  
b2Joint 
The base joint class.

b2JointDef 
Joint definitions are used to construct joints.

b2JointEdge 
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.

b2Manifold 
A manifold for two touching convex shapes.

b2ManifoldPoint 
A manifold point is a contact point belonging to a contact
manifold.

b2MassData 
This holds the mass data computed for a shape.

b2Mat22 
A 2by2 matrix.

b2Mat33 
A 3by3 matrix.

b2MotorJoint 
A motor joint is used to control the relative motion
between two bodies.

b2MotorJointDef 
Motor joint definition.

b2MouseJoint 
A mouse joint is used to make a point on a body track a
specified world point.

b2MouseJointDef 
Mouse joint definition.

b2Pair  
b2ParticleBodyContact  
b2ParticleColor 
Small color object for each particle

b2ParticleContact  
b2ParticleDef 
A particle definition holds all the data needed to construct a particle.

b2ParticleGroup 
A group of particles.

b2ParticleGroupDef 
A particle group definition holds all the data needed to construct a
particle group.

b2ParticleHandle 
Handle to a particle.

b2ParticlePair 
Connection between two particles

b2ParticlePairSet  
b2ParticleSystem  
b2ParticleSystemDef  
b2ParticleTriad 
Connection between three particles

b2PolygonShape 
A convex polygon.

b2Position 
This is an internal structure.

b2PrismaticJoint 
A prismatic joint.

b2PrismaticJointDef 
Prismatic joint definition.

b2Profile 
Profiling data.

b2PulleyJoint 
The pulley joint is connected to two bodies and two fixed ground points.

b2PulleyJointDef 
Pulley joint definition.

b2QueryCallback 
Callback class for AABB queries.

b2RayCastCallback 
Callback class for ray casts.

b2RayCastInput 
Raycast input data.

b2RayCastOutput 
Raycast output data.

b2RevoluteJoint 
A revolute joint constrains two bodies to share a common point while they
are free to rotate about the point.

b2RevoluteJointDef 
Revolute joint definition.

b2RopeJoint 
A rope joint enforces a maximum distance between two points
on two bodies.

b2RopeJointDef 
Rope joint definition.

b2Rot 
Rotation

b2Shape 
A shape is used for collision detection.

b2SimplexCache 
Used to warm start b2Distance.

b2SolverData 
Solver Data

b2StackAllocator  
b2Sweep 
This describes the motion of a body/shape for TOI computation.

b2TimeStep 
This is an internal structure.

b2TOIInput 
Input parameters for b2TimeOfImpact

b2TOIOutput  
b2Transform 
A transform contains translation and rotation.

b2TreeNode 
A node in the dynamic tree.

b2Vec2 
A 2D column vector.

b2Vec3 
A 3D column vector with 3 elements.

b2Vec4 
A 4D column vector with 4 elements.

b2Velocity 
This is an internal structure.

b2Version 
Version numbering scheme.

b2WeldJoint 
A weld joint essentially glues two bodies together.

b2WeldJointDef 
Weld joint definition.

b2WheelJoint 
A wheel joint.

b2WheelJointDef 
Wheel joint definition.

b2World 
The world class manages all physics entities, dynamic simulation,
and asynchronous queries.

b2WorldManifold 
This is used to compute the current state of a contact manifold.

FindContactCheck  
FindContactInput  
FixtureParticleSet  
ParticleHandleListNode 
b2TypedIntrusiveListNode which supports inserting an object into a single
doubly linked list.

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