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. | |

b2BoundaryListener
| Box2D.Dynamics | This is called when a body's shape passes outside of the world boundary. | |

b2CircleDef
| Box2D.Collision.Shapes | This structure is used to build circle shapes. | |

b2CircleShape
| Box2D.Collision.Shapes | A circle shape. | |

b2Color
| Box2D.Common | Color for debug drawing. | |

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. | |

b2ContactListener
| Box2D.Dynamics | Implement this class to get collision results. | |

b2ContactPoint
| Box2D.Collision | This structure is used to report contact points. | |

b2ContactResult
| Box2D.Dynamics.Contacts | This structure is used to report contact point results. | |

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. | |

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. | |

b2EdgeChainDef
| Box2D.Collision.Shapes | This structure is used to build edge shapes. | |

b2EdgeShape
| Box2D.Collision.Shapes | An edge shape. | |

b2FilterData
| Box2D.Collision.Shapes | This holds contact filtering data. | |

b2GearJoint
| Box2D.Dynamics.Joints | A gear joint is used to connect two joints together. | |

b2GearJointDef
| Box2D.Dynamics.Joints | Gear joint definition. | |

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. | |

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. | |

b2PolygonDef
| Box2D.Collision.Shapes | This structure is used to build polygon shapes. | |

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. | |

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. | |

b2ShapeDef
| Box2D.Collision.Shapes | A shape definition is used to construct a shape. | |

b2Sweep
| Box2D.Common.Math | This describes the motion of a body/shape for TOI computation. | |

b2Vec2
| Box2D.Common.Math | A 2D column vector. | |

b2Vec3
| Box2D.Common.Math | A 2D column vector with 3 elements. | |

b2World
| Box2D.Dynamics | The world class manages all physics entities, dynamic simulation, and asynchronous queries. | |

b2XForm
| Box2D.Common.Math | A transform contains translation and rotation. | |

Features
| Box2D.Collision | We use contact ids to facilitate warm starting. |