Cbox2d::AABB | Axis Aligned Bounding Box |
Cbox2d::AllocatedArray< T, Deleter > | Allocated Array |
Cbox2d::ArrayList< VALUE_TYPE, MAXSIZE, SIZE_TYPE > | Array list |
Cbox2d::ArrayList< IndexPair, MaxEdges, std::remove_const< decltype(MaxEdges)>::type > | |
Cbox2d::ArrayList< RealNum, MaxEdges, std::remove_const< decltype(MaxEdges)>::type > | |
Cbox2d::ArrayList< SimplexEdge, MaxEdges, std::remove_const< decltype(MaxEdges)>::type > | |
Cbox2d::BlockAllocator::Block | |
Cbox2d::BlockAllocator | Block allocator |
Cbox2d::BlockDeallocator | Blockl Deallocator |
Cbox2d::Body | A physical entity that exists within a World |
Cbox2d::BodyAtty | An "attorney" through which a World can get special access to a Body "client" |
Cbox2d::BodyConstraint | Body Constraint |
Cbox2d::BodyDef | Body Definition |
Cbox2d::BroadPhase | Broad phase assistant |
Cbox2d::Simplex::Cache | Simplex cache |
Cbox2d::BlockAllocator::Chunk | |
Cbox2d::ClipVertex | Used for computing contact manifolds |
►Cbox2d::Shape::Conf | |
Cbox2d::ChainShape::Conf | |
Cbox2d::CircleShape::Conf | |
Cbox2d::EdgeShape::Conf | |
Cbox2d::PolygonShape::Conf | |
Cbox2d::BroadPhase::Conf | |
Cbox2d::Manifold::Conf | |
Cbox2d::VelocityConstraint::Conf | |
Cbox2d::StackAllocator::Configuration | |
Cbox2d::ListNode< T >::const_iterator | |
Cbox2d::List< T >::const_iterator | |
Cbox2d::ConstraintSolverConf | Constraint solver configuration data |
Cbox2d::Contact | A potential contact between the chidren of two Fixture objects |
Cbox2d::ContactAtty | An "attorney" through which a World can get special access to a Contact "client" |
Cbox2d::ContactFeature | Contact Feature |
Cbox2d::ContactFilter | Implement this class to provide collision filtering. In other words, you can implement this class if you want finer control over contact creation |
Cbox2d::ContactImpulses | |
Cbox2d::ContactImpulsesList | Contact Impulse |
Cbox2d::ContactListener | An interface for "listeners" for contacts |
Cbox2d::SeparationFinder::Data | Separation finder data |
Cbox2d::World::Def | World construction definitions |
Cbox2d::DestructionListener | 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 |
Cbox2d::DistanceConf | Distance Configuration |
Cbox2d::DistanceOutput | Distance Output |
Cbox2d::DistanceProxy | Distance Proxy |
Cbox2d::DynamicTree | A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt |
Cstd::equal_to< box2d::ProxyIdPair > | |
Cbox2d::Filter | A holder for contact filtering data |
Cbox2d::Fixed< BASE_TYPE, FRACTION_BITS > | Fixed |
Cbox2d::Fixture | Fixture |
Cbox2d::FixtureAtty | Fixture Attorney |
Cbox2d::FixtureDef | Fixture definition |
Cbox2d::FixtureProxy | Fixture proxy |
Cbox2d::FlagGuard< T > | |
Cbox2d::GrowableStack< T, N > | This is a growable LIFO stack with an initial capacity of N. If the stack size exceeds the initial capacity, the heap is used to increase the size of the stack |
Cstd::hash< box2d::ProxyIdPair > | |
Cbox2d::IndexPair | Index pair |
Cbox2d::IndexPairSeparation | Index pair separation |
Cbox2d::IndexSeparation | Index separation |
►Cintegral_constant | |
Cstd::tuple_size< box2d::ArrayList< T, N, SIZE_TYPE > > | Tuple size specialization for ArrayList classes |
Cbox2d::InternalList< T > | |
Cbox2d::Island | Island |
Cbox2d::List< T >::iterator | Iterator |
Cbox2d::ListNode< T >::iterator | Iterator |
►Cbox2d::Joint | Base Joint class |
Cbox2d::DistanceJoint | Distance Joint |
Cbox2d::FrictionJoint | Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction |
Cbox2d::GearJoint | A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear ratio to bind the motions together: coordinate1 + ratio * coordinate2 = constant The ratio can be negative or positive. If one joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 1/length |
Cbox2d::MotorJoint | A motor joint is used to control the relative motion between two bodies. A typical usage is to control the movement of a dynamic body with respect to the ground |
Cbox2d::MouseJoint | Mouse Joint |
Cbox2d::PrismaticJoint | Prismatic Joint |
Cbox2d::PulleyJoint | The pulley joint is connected to two bodies and two fixed ground points. The pulley supports a ratio such that: length1 + ratio * length2 <= constant Yes, the force transmitted is scaled by the ratio. Warning: the pulley joint can get a bit squirrelly by itself. They often work better when combined with prismatic joints. You should also cover the the anchor points with static shapes to prevent one side from going to zero length |
Cbox2d::RevoluteJoint | Revolute Joint |
Cbox2d::RopeJoint | A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. Warning: if you attempt to change the maximum length during the simulation you will get some non-physical behavior. A model that would allow you to dynamically modify the length would have some sponginess, so I chose not to implement it that way. See DistanceJoint if you want to dynamically control length |
Cbox2d::WeldJoint | A weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is approximate |
Cbox2d::WheelJoint | A wheel joint. This joint provides two degrees of freedom: translation along an axis fixed in bodyA and rotation in the plane. In other words, it is a point to line constraint with a rotational motor and a linear spring/damper. This joint is designed for vehicle suspensions |
Cbox2d::JointAtty | |
►Cbox2d::JointDef | Abstract base Joint Definition class |
Cbox2d::DistanceJointDef | Distance joint definition. This requires defining an anchor point on both bodies and the non-zero length of the distance joint. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when saving and loading a game |
Cbox2d::FrictionJointDef | Friction joint definition |
Cbox2d::GearJointDef | Gear joint definition. This definition requires two existing revolute or prismatic joints (any combination will work) |
Cbox2d::MotorJointDef | Motor joint definition |
Cbox2d::MouseJointDef | Mouse joint definition. This requires a world target point, tuning parameters, and the time step |
Cbox2d::PrismaticJointDef | Prismatic joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game |
Cbox2d::PulleyJointDef | Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, and a pulley ratio |
Cbox2d::RevoluteJointDef | Revolute joint definition. This requires defining an anchor point where the bodies are joined. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. You also need to specify the initial relative angle for joint limits. This helps when saving and loading a game. The local anchor points are measured from the body's origin rather than the center of mass because: |
Cbox2d::RopeJointDef | Rope joint definition. This requires two body anchor points and a maximum lengths. Note: by default the connected objects will not collide. see collideConnected in JointDef |
Cbox2d::WeldJointDef | Weld joint definition. You need to specify local anchor points where they are attached and the relative body angle. The position of the anchor points is important for computing the reaction torque |
Cbox2d::WheelJointDef | Wheel joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game |
Cbox2d::List< T > | |
Cbox2d::ListNode< T > | |
Cstd::make_unsigned< __int128_t > | |
Cbox2d::Manifold | Manifold for two convex shapes |
Cbox2d::MassData | Mass data |
Cbox2d::Mat22 | A 2-by-2 matrix |
Cbox2d::Mat33 | A 3-by-3 matrix. Stored in column-major order |
Cbox2d::MovementConf | |
Cstd::numeric_limits< box2d::Fixed32 > | |
Cstd::numeric_limits< box2d::Fixed64 > | |
Cbox2d::Manifold::Point | Point data for a manifold |
Cbox2d::VelocityConstraint::Point | Velocity constraint point |
Cbox2d::WorldManifold::PointSeparation | |
Cbox2d::Position | Positional data structure |
Cbox2d::PositionConstraint | Contact Position Constraint |
Cbox2d::PositionSolution | |
Cbox2d::PositionSolverManifold | Position solver manifold |
Cbox2d::PreStepStats | Pre-phase per-step statistics |
Cbox2d::Profile | Profiling data. Times are in milliseconds |
Cbox2d::ProxyIdPair | Proxy ID pair |
Cbox2d::QueryFixtureReporter | Callback class for AABB queries. See World::Query |
Cbox2d::RaiiWrapper< T > | |
Cbox2d::RayCastFixtureReporter | Callback class for ray casts. See World::RayCast |
Cbox2d::RayCastInput | Ray-cast input data |
Cbox2d::RayCastOutput | Ray-cast output data |
Cbox2d::RegStepStats | Regular-phase per-step statistics |
Cbox2d::Rope | |
Cbox2d::RopeDef | |
Cbox2d::SeparationFinder | Separation finder |
►Cbox2d::Shape | Shape |
Cbox2d::ChainShape | Chain shape |
Cbox2d::CircleShape | Circle shape |
Cbox2d::EdgeShape | Edge shape |
Cbox2d::PolygonShape | Polygon shape |
Cbox2d::Simplex | Simplex |
Cbox2d::SimplexEdge | Simplex edge |
Cbox2d::Span< T > | |
Cbox2d::StackAllocator | Stack allocator |
Cbox2d::TOIOutput::Stats | |
Cbox2d::StepConf | Step configuration |
Cbox2d::StepStats | Per-step statistics |
Cbox2d::Sweep | Sweep |
Cbox2d::Timer | Timer for profiling. This has platform specific code and may not work on every platform |
Cbox2d::ToiConf | Time of impact configuration |
Cbox2d::TOIOutput | TimeOfImpact Output data |
Cbox2d::ToiStepStats | TOI-phase per-step statistics |
Cbox2d::Transformation | Transformation |
Cbox2d::UnitVec2 | |
Cbox2d::Vec3 | A 2D column vector with 3 elements |
Cbox2d::Vector2D< TYPE > | Vector 2D |
Cbox2d::Vector2D< Length > | |
Cbox2d::Vector2D< LinearAcceleration > | |
Cbox2d::Vector2D< LinearVelocity > | |
Cbox2d::Vector2D< Momentum > | |
Cbox2d::Vector2D< RealNum > | |
Cbox2d::Velocity | Velocity related data structure |
Cbox2d::VelocityConstraint | Contact velocity constraint |
Cbox2d::Version | Version numbering scheme. See http://en.wikipedia.org/wiki/Software_versioning |
Cbox2d::VertexSet | Vertex Set |
Cbox2d::Shape::Visitor | Visitor interface |
Cbox2d::Wider< T > | Wider |
Cbox2d::Wider< body_count_t > | |
Cbox2d::Wider< dist_iter_type > | |
Cbox2d::Wider< double > | |
Cbox2d::Wider< Fixed32 > | |
Cbox2d::Wider< float > | |
Cbox2d::Wider< root_iter_type > | |
Cbox2d::Wider< std::int16_t > | |
Cbox2d::Wider< std::int32_t > | |
Cbox2d::Wider< std::int64_t > | |
Cbox2d::Wider< std::int8_t > | |
Cbox2d::Wider< std::uint16_t > | |
Cbox2d::Wider< std::uint32_t > | |
Cbox2d::Wider< std::uint64_t > | |
Cbox2d::Wider< std::uint8_t > | |
Cbox2d::Wider< toi_iter_type > | |
Cbox2d::WitnessPoints | Witness Points |
Cbox2d::World | World |
Cbox2d::WorldManifold | World Manifold |
Cbox2d::WorldQueryWrapper | |
Cbox2d::WorldRayCastWrapper | |