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BottomLeft As B2Vec2 [read only]
Center As B2Vec2 [read only]
Combine (Other As B2AABB)
Contains (Other As B2AABB) As Boolean
Height As Float [read only]
Initialize
Initialize2 (BottomLeft As B2Vec2, TopRight As B2Vec2)
TestOverlap (Other As B2AABB) As Boolean
TopRight As B2Vec2 [read only]
Width As Float [read only]
BottomLeft As B2Vec2 [read only]
Center As B2Vec2 [read only]
Combine (Other As B2AABB)
Contains (Other As B2AABB) As Boolean
Height As Float [read only]
Initialize
Initialize2 (BottomLeft As B2Vec2, TopRight As B2Vec2)
TestOverlap (Other As B2AABB) As Boolean
TopRight As B2Vec2 [read only]
Width As Float [read only]
Angle As Float [read only]
AngularDamping As Float
AngularVelocity As Float
ApplyAngularImpulse (Impulse As Float)
ApplyForce (Force As B2Vec2, Point As B2Vec2)
ApplyForceToCenter (Force As B2Vec2)
ApplyLinearImpulse (Impulse As B2Vec2, Point As B2Vec2)
ApplyTorque (Torque As Float)
Awake As Boolean
BodyType As Object
Bullet As Boolean [write only]
CreateFixture (FixtureDef As B2FixtureDef) As B2Fixture
CreateFixture2 (Shape As org.jbox2d.collision.shapes.Shape, Density As Float) As B2Fixture
DestroyFixture (Fixture As B2Fixture)
FirstFixture As B2Fixture [read only]
FixedRotation As Boolean
GetContactList (TouchingOnly As Boolean) As List
GetLocalPoint (WorldPoint As B2Vec2) As B2Vec2
GetLocalVector (WorldVector As B2Vec2) As B2Vec2
GetWorldPoint (LocalPoint As B2Vec2) As B2Vec2
GetWorldVector (LocalVector As B2Vec2) As B2Vec2
GravityScale As Float
Inertia As Float [read only]
IsBullet As Boolean [read only]
IsColliding As Boolean [read only]
IsInitialized As Boolean [read only]
LinearDamping As Float
LinearVelocity As B2Vec2
LocalCenter As B2Vec2 [read only]
Mass As Float [read only]
Position As B2Vec2 [read only]
SetTransform (Position As B2Vec2, Angle As Float)
SleepingAllowed As Boolean
Tag As Object
Transform As B2Transform [read only]
TYPE_DYNAMIC As Object
TYPE_KINEMATIC As Object
TYPE_STATIC As Object
WorldCenter As B2Vec2 [read only]
Angle As Float [read only]
AngularDamping As Float
AngularVelocity As Float
ApplyAngularImpulse (Impulse As Float)
ApplyForce (Force As B2Vec2, Point As B2Vec2)
ApplyForceToCenter (Force As B2Vec2)
ApplyLinearImpulse (Impulse As B2Vec2, Point As B2Vec2)
ApplyTorque (Torque As Float)
Awake As Boolean
BodyType As Object
Bullet As Boolean [write only]
CreateFixture (FixtureDef As B2FixtureDef) As B2Fixture
CreateFixture2 (Shape As org.jbox2d.collision.shapes.Shape, Density As Float) As B2Fixture
DestroyFixture (Fixture As B2Fixture)
FirstFixture As B2Fixture [read only]
FixedRotation As Boolean
GetContactList (TouchingOnly As Boolean) As List
GetLocalPoint (WorldPoint As B2Vec2) As B2Vec2
GetLocalVector (WorldVector As B2Vec2) As B2Vec2
GetWorldPoint (LocalPoint As B2Vec2) As B2Vec2
GetWorldVector (LocalVector As B2Vec2) As B2Vec2
GravityScale As Float
Inertia As Float [read only]
IsBullet As Boolean [read only]
IsColliding As Boolean [read only]
IsInitialized As Boolean [read only]
LinearDamping As Float
LinearVelocity As B2Vec2
LocalCenter As B2Vec2 [read only]
Mass As Float [read only]
Position As B2Vec2 [read only]
SetTransform (Position As B2Vec2, Angle As Float)
SleepingAllowed As Boolean
Tag As Object
Transform As B2Transform [read only]
TYPE_DYNAMIC As Object
TYPE_KINEMATIC As Object
TYPE_STATIC As Object
WorldCenter As B2Vec2 [read only]
Active As Boolean
AllowSleep As Boolean
Angle As Float
AngularDamping As Float
AngularVelocity As Float
Awake As Boolean
BodyType As Object
Bullet As Boolean
FixedRotation As Boolean
GravityScale As Float
LinearDamping As Float
LinearVelocity As B2Vec2
Position As B2Vec2
TYPE_DYNAMIC As Object
TYPE_KINEMATIC As Object
TYPE_STATIC As Object
Active As Boolean
AllowSleep As Boolean
Angle As Float
AngularDamping As Float
AngularVelocity As Float
Awake As Boolean
BodyType As Object
Bullet As Boolean
FixedRotation As Boolean
GravityScale As Float
LinearDamping As Float
LinearVelocity As B2Vec2
Position As B2Vec2
TYPE_DYNAMIC As Object
TYPE_KINEMATIC As Object
TYPE_STATIC As Object
ComputeAABB (Output As B2AABB, Transform As B2Transform)
CreateChain (Vertices As List)
CreateLoop (Vertices As List)
EdgeCount As Int [read only]
GetEdge (Index As Int, OutShape As B2EdgeShape)
Initialize
IsInitialized As Boolean
Radius As Float
SHAPE_CHAIN As Object
SHAPE_CIRCLE As Object
SHAPE_EDGE As Object
SHAPE_POLYGON As Object
ShapeType As Object [read only]
TestPoint (Transform As B2Transform, Point As B2Vec2) As Boolean
ComputeAABB (Output As B2AABB, Transform As B2Transform)
CreateChain (Vertices As List)
CreateLoop (Vertices As List)
EdgeCount As Int [read only]
GetEdge (Index As Int, OutShape As B2EdgeShape)
Initialize
IsInitialized As Boolean
Radius As Float
SHAPE_CHAIN As Object
SHAPE_CIRCLE As Object
SHAPE_EDGE As Object
SHAPE_POLYGON As Object
ShapeType As Object [read only]
TestPoint (Transform As B2Transform, Point As B2Vec2) As Boolean
ComputeAABB (Output As B2AABB, Transform As B2Transform)
Initialize (Radius As Float)
IsInitialized As Boolean
Radius As Float
SHAPE_CHAIN As Object
SHAPE_CIRCLE As Object
SHAPE_EDGE As Object
SHAPE_POLYGON As Object
ShapeType As Object [read only]
SupportVertex As B2Vec2 [read only]
TestPoint (Transform As B2Transform, Point As B2Vec2) As Boolean
ComputeAABB (Output As B2AABB, Transform As B2Transform)
Initialize (Radius As Float)
IsInitialized As Boolean
Radius As Float
SHAPE_CHAIN As Object
SHAPE_CIRCLE As Object
SHAPE_EDGE As Object
SHAPE_POLYGON As Object
ShapeType As Object [read only]
SupportVertex As B2Vec2 [read only]
TestPoint (Transform As B2Transform, Point As B2Vec2) As Boolean
FixtureA As B2Fixture [read only]
FixtureB As B2Fixture [read only]
GetManifold As B2Manifold
GetWorldManifold (OutManifold As B2WorldManifold)
IsEnabled As Boolean
IsTouching As Boolean [read only]
NextContact As B2Contact
FixtureA As B2Fixture [read only]
FixtureB As B2Fixture [read only]
GetManifold As B2Manifold
GetWorldManifold (OutManifold As B2WorldManifold)
IsEnabled As Boolean
IsTouching As Boolean [read only]
NextContact As B2Contact
GetNormalImpulse (Index As Int) As Float
GetTangentImpulse (Index As Int) As Float
PointCount As Int [read only]
GetNormalImpulse (Index As Int) As Float
GetTangentImpulse (Index As Int) As Float
PointCount As Int [read only]
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
DampingRatio As Float
FrequencyHz As Float
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointType As Object [read only]
Length As Float
NextJoint As B2Joint
Tag As Object
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
DampingRatio As Float
FrequencyHz As Float
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointType As Object [read only]
Length As Float
NextJoint As B2Joint
Tag As Object
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
DampingRatio As Float
FrequencyHz As Float
Initialize (BodyA As B2Body, BodyB As B2Body, WorldPointA As B2Vec2, WorldPointB As B2Vec2)
Length As Float
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
DampingRatio As Float
FrequencyHz As Float
Initialize (BodyA As B2Body, BodyB As B2Body, WorldPointA As B2Vec2, WorldPointB As B2Vec2)
Length As Float
ComputeAABB (Output As B2AABB, Transform As B2Transform)
Initialize (FromVec As B2Vec2, ToVec As B2Vec2)
IsInitialized As Boolean
Radius As Float
Set (FromVec As B2Vec2, ToVec As B2Vec2)
SHAPE_CHAIN As Object
SHAPE_CIRCLE As Object
SHAPE_EDGE As Object
SHAPE_POLYGON As Object
ShapeType As Object [read only]
TestPoint (Transform As B2Transform, Point As B2Vec2) As Boolean
Vertex1 As B2Vec2 [read only]
Vertex2 As B2Vec2 [read only]
ComputeAABB (Output As B2AABB, Transform As B2Transform)
Initialize (FromVec As B2Vec2, ToVec As B2Vec2)
IsInitialized As Boolean
Radius As Float
Set (FromVec As B2Vec2, ToVec As B2Vec2)
SHAPE_CHAIN As Object
SHAPE_CIRCLE As Object
SHAPE_EDGE As Object
SHAPE_POLYGON As Object
ShapeType As Object [read only]
TestPoint (Transform As B2Transform, Point As B2Vec2) As Boolean
Vertex1 As B2Vec2 [read only]
Vertex2 As B2Vec2 [read only]
Body As B2Body [read only]
Density As Float
Friction As Float
IsInitialized As Boolean [read only]
IsSensor As Boolean
NextFixture As B2Fixture
Restitution As Float
SetFilterBits (CategoryBits As Int, MaskBits As Int)
Shape As B2Shape [read only]
Tag As Object
Body As B2Body [read only]
Density As Float
Friction As Float
IsInitialized As Boolean [read only]
IsSensor As Boolean
NextFixture As B2Fixture
Restitution As Float
SetFilterBits (CategoryBits As Int, MaskBits As Int)
Shape As B2Shape [read only]
Tag As Object
Density As Float
Friction As Float
IsSensor As Boolean
Restitution As Float
SetFilterBits (CategoryBits As Int, MaskBits As Int)
Shape As B2Shape
Density As Float
Friction As Float
IsSensor As Boolean
Restitution As Float
SetFilterBits (CategoryBits As Int, MaskBits As Int)
Shape As B2Shape
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointType As Object [read only]
NextJoint As B2Joint
Tag As Object
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointType As Object [read only]
NextJoint As B2Joint
Tag As Object
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
GetManifoldPoint (Index As Int) As B2ManifoldPoint
PointCount As Int [read only]
GetManifoldPoint (Index As Int) As B2ManifoldPoint
PointCount As Int [read only]
LocalPoint As B2Vec2 [read only]
NormalImpulse As Float [read only]
TangentImpulse As Float [read only]
LocalPoint As B2Vec2 [read only]
NormalImpulse As Float [read only]
TangentImpulse As Float [read only]
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
AngularOffset As Float
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CorrectionFactor As Float
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointType As Object [read only]
LinearOffset As B2Vec2
MaxMotorForce As Float
MaxMotorTorque As Float
NextJoint As B2Joint
Tag As Object
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
AngularOffset As Float
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CorrectionFactor As Float
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointType As Object [read only]
LinearOffset As B2Vec2
MaxMotorForce As Float
MaxMotorTorque As Float
NextJoint As B2Joint
Tag As Object
AngularOffset As Float
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
CorrectionFactor As Float
Initialize (BodyA As B2Body, BodyB As B2Body)
LinearOffset As B2Vec2
MaxMotorForce As Float
MaxMotorTorque As Float
AngularOffset As Float
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
CorrectionFactor As Float
Initialize (BodyA As B2Body, BodyB As B2Body)
LinearOffset As B2Vec2
MaxMotorForce As Float
MaxMotorTorque As Float
ComputeAABB (Output As B2AABB, Transform As B2Transform)
GetVertex (Index As Int) As B2Vec2
Initialize
IsInitialized As Boolean
Radius As Float
Set (B2Vecs As List)
SetAsBox (HalfWidth As Float, HalfHeight As Float)
SetAsBox2 (HalfWidth As Float, HalfHeight As Float, Center As B2Vec2, Angle As Float)
SHAPE_CHAIN As Object
SHAPE_CIRCLE As Object
SHAPE_EDGE As Object
SHAPE_POLYGON As Object
ShapeType As Object [read only]
TestPoint (Transform As B2Transform, Point As B2Vec2) As Boolean
VertexCount As Int [read only]
ComputeAABB (Output As B2AABB, Transform As B2Transform)
GetVertex (Index As Int) As B2Vec2
Initialize
IsInitialized As Boolean
Radius As Float
Set (B2Vecs As List)
SetAsBox (HalfWidth As Float, HalfHeight As Float)
SetAsBox2 (HalfWidth As Float, HalfHeight As Float, Center As B2Vec2, Angle As Float)
SHAPE_CHAIN As Object
SHAPE_CIRCLE As Object
SHAPE_EDGE As Object
SHAPE_POLYGON As Object
ShapeType As Object [read only]
TestPoint (Transform As B2Transform, Point As B2Vec2) As Boolean
VertexCount As Int [read only]
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointSpeed As Float [read only]
JointTranslation As Float [read only]
JointType As Object [read only]
LimitEnabled As Boolean
LocalAnchorA As B2Vec2 [read only]
LocalAnchorB As B2Vec2 [read only]
LowerLimit As Float [read only]
MaxMotorForce As Float
MotorEnabled As Boolean
MotorSpeed As Float
NextJoint As B2Joint
SetLimits (LowerLimit As Float, UpperLimit As Float)
Tag As Object
UpperLimit As Float [read only]
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointSpeed As Float [read only]
JointTranslation As Float [read only]
JointType As Object [read only]
LimitEnabled As Boolean
LocalAnchorA As B2Vec2 [read only]
LocalAnchorB As B2Vec2 [read only]
LowerLimit As Float [read only]
MaxMotorForce As Float
MotorEnabled As Boolean
MotorSpeed As Float
NextJoint As B2Joint
SetLimits (LowerLimit As Float, UpperLimit As Float)
Tag As Object
UpperLimit As Float [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
Initialize (BodyA As B2Body, BodyB As B2Body, AnchorPoint As B2Vec2, Axis As B2Vec2)
LimitEnabled As Boolean
LowerLimit As Float [read only]
MaxMotorForce As Float
MotorEnabled As Boolean
MotorSpeed As Float
SetLimits (LowerLimit As Float, UpperLimit As Float)
UpperLimit As Float [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
Initialize (BodyA As B2Body, BodyB As B2Body, AnchorPoint As B2Vec2, Axis As B2Vec2)
LimitEnabled As Boolean
LowerLimit As Float [read only]
MaxMotorForce As Float
MotorEnabled As Boolean
MotorSpeed As Float
SetLimits (LowerLimit As Float, UpperLimit As Float)
UpperLimit As Float [read only]
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointAngle As Float [read only]
JointSpeed As Float [read only]
JointType As Object [read only]
LimitEnabled As Boolean
LocalAnchorA As B2Vec2 [read only]
LocalAnchorB As B2Vec2 [read only]
LowerLimit As Float [read only]
MaxMotorTorque As Float
MotorEnabled As Boolean
MotorSpeed As Float
NextJoint As B2Joint
SetLimits (LowerLimit As Float, UpperLimit As Float)
Tag As Object
UpperLimit As Float [read only]
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointAngle As Float [read only]
JointSpeed As Float [read only]
JointType As Object [read only]
LimitEnabled As Boolean
LocalAnchorA As B2Vec2 [read only]
LocalAnchorB As B2Vec2 [read only]
LowerLimit As Float [read only]
MaxMotorTorque As Float
MotorEnabled As Boolean
MotorSpeed As Float
NextJoint As B2Joint
SetLimits (LowerLimit As Float, UpperLimit As Float)
Tag As Object
UpperLimit As Float [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
Initialize (BodyA As B2Body, BodyB As B2Body, AnchorPoint As B2Vec2)
LimitEnabled As Boolean
LowerLimit As Float [read only]
MaxMotorTorque As Float
MotorEnabled As Boolean
MotorSpeed As Float
SetLimits (LowerLimit As Float, UpperLimit As Float)
UpperLimit As Float [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
Initialize (BodyA As B2Body, BodyB As B2Body, AnchorPoint As B2Vec2)
LimitEnabled As Boolean
LowerLimit As Float [read only]
MaxMotorTorque As Float
MotorEnabled As Boolean
MotorSpeed As Float
SetLimits (LowerLimit As Float, UpperLimit As Float)
UpperLimit As Float [read only]
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointType As Object [read only]
MaxLength As Float
NextJoint As B2Joint
Tag As Object
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointType As Object [read only]
MaxLength As Float
NextJoint As B2Joint
Tag As Object
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
Initialize (BodyA As B2Body, BodyB As B2Body, LocalPointA As B2Vec2, LocalPointB As B2Vec2, MaxLength As Float)
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
Initialize (BodyA As B2Body, BodyB As B2Body, LocalPointA As B2Vec2, LocalPointB As B2Vec2, MaxLength As Float)
ComputeAABB (Output As B2AABB, Transform As B2Transform)
IsInitialized As Boolean
Radius As Float
SHAPE_CHAIN As Object
SHAPE_CIRCLE As Object
SHAPE_EDGE As Object
SHAPE_POLYGON As Object
ShapeType As Object [read only]
TestPoint (Transform As B2Transform, Point As B2Vec2) As Boolean
ComputeAABB (Output As B2AABB, Transform As B2Transform)
IsInitialized As Boolean
Radius As Float
SHAPE_CHAIN As Object
SHAPE_CIRCLE As Object
SHAPE_EDGE As Object
SHAPE_POLYGON As Object
ShapeType As Object [read only]
TestPoint (Transform As B2Transform, Point As B2Vec2) As Boolean
Angle As Float
Initialize
MultiplyRot (v As B2Vec2) As B2Vec2
Translation As B2Vec2
Angle As Float
Initialize
MultiplyRot (v As B2Vec2) As B2Vec2
Translation As B2Vec2
AddToThis (Other As B2Vec2)
CreateCopy As B2Vec2
Equals (Other As B2Vec2) As Boolean
Length As Float [read only]
LengthSquared As Float [read only]
MultiplyThis (Scalar As Float)
Negate As B2Vec2
NormalizeThis As Float
Set (X As Float, Y As Float)
SubtractFromThis (Other As B2Vec2)
X As Float
Y As Float
AddToThis (Other As B2Vec2)
CreateCopy As B2Vec2
Equals (Other As B2Vec2) As Boolean
Length As Float [read only]
LengthSquared As Float [read only]
MultiplyThis (Scalar As Float)
Negate As B2Vec2
NormalizeThis As Float
Set (X As Float, Y As Float)
SubtractFromThis (Other As B2Vec2)
X As Float
Y As Float
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointType As Object [read only]
NextJoint As B2Joint
Tag As Object
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointType As Object [read only]
NextJoint As B2Joint
Tag As Object
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
Initialize (BodyA As B2Body, BodyB As B2Body, AnchorPoint As B2Vec2)
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
Initialize (BodyA As B2Body, BodyB As B2Body, AnchorPoint As B2Vec2)
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
DampingRatio As Float
FrequencyHz As Float
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointSpeed As Float [read only]
JointType As Object [read only]
LocalAnchorA As B2Vec2 [read only]
LocalAnchorB As B2Vec2 [read only]
MaxMotorTorque As Float
MotorEnabled As Boolean
MotorSpeed As Float
NextJoint As B2Joint
Tag As Object
AnchorA As B2Vec2 [read only]
AnchorB As B2Vec2 [read only]
BodyA As B2Body [read only]
BodyB As B2Body [read only]
DampingRatio As Float
FrequencyHz As Float
IsInitialized As Boolean [read only]
JOINT_DISTANCE As Object
JOINT_FRICTION As Object
JOINT_GEAR As Object
JOINT_MOTOR As Object
JOINT_MOUSE As Object
JOINT_PRISMATIC As Object
JOINT_PULLEY As Object
JOINT_REVOLUTE As Object
JOINT_ROPE As Object
JOINT_UNKNOWN As Object
JOINT_WELD As Object
JOINT_WHEEL As Object
JointSpeed As Float [read only]
JointType As Object [read only]
LocalAnchorA As B2Vec2 [read only]
LocalAnchorB As B2Vec2 [read only]
MaxMotorTorque As Float
MotorEnabled As Boolean
MotorSpeed As Float
NextJoint As B2Joint
Tag As Object
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
DampingRatio As Float
FrequencyHz As Float
Initialize (BodyA As B2Body, BodyB As B2Body, AnchorPoint As B2Vec2, Axis As B2Vec2)
MaxMotorTorque As Float
MotorEnabled As Boolean
MotorSpeed As Float
BodyA As B2Body [read only]
BodyB As B2Body [read only]
CollideConnected As Boolean
DampingRatio As Float
FrequencyHz As Float
Initialize (BodyA As B2Body, BodyB As B2Body, AnchorPoint As B2Vec2, Axis As B2Vec2)
MaxMotorTorque As Float
MotorEnabled As Boolean
MotorSpeed As Float
AllBodies As List [read only]
CreateBody (BodyDef As B2BodyDef) As B2Body
CreateJoint (JointDef As B2JointDef) As B2Joint
CreateVec2 (X As Float, Y As Float) As B2Vec2
DestroyBody (Body As B2Body)
DestroyJoint (Joint As B2Joint)
DynamicBodies As List [read only]
FirstContact As B2Contact
FirstJoint As B2Joint
Gravity As B2Vec2
Initialize (EventName As String, Gravity As B2Vec2)
Locked As Boolean [read only]
QueryAABBToListOfFixtures (AABB As B2AABB) As List
QueryAABBToMapOfBodies (AABB As B2AABB) As Map
RayCast (FromVec As B2Vec2, ToVec As B2Vec2)
sayGoodbye (joint As org.jbox2d.dynamics.joints.Joint)
TimeStep (TimeStep As Float, VelocityIterations As Int, PositionIterations As Int)
AllBodies As List [read only]
CreateBody (BodyDef As B2BodyDef) As B2Body
CreateJoint (JointDef As B2JointDef) As B2Joint
CreateVec2 (X As Float, Y As Float) As B2Vec2
DestroyBody (Body As B2Body)
DestroyJoint (Joint As B2Joint)
DynamicBodies As List [read only]
FirstContact As B2Contact
FirstJoint As B2Joint
Gravity As B2Vec2
Initialize (EventName As String, Gravity As B2Vec2)
Locked As Boolean [read only]
QueryAABBToListOfFixtures (AABB As B2AABB) As List
QueryAABBToMapOfBodies (AABB As B2AABB) As Map
RayCast (FromVec As B2Vec2, ToVec As B2Vec2)
sayGoodbye (joint As org.jbox2d.dynamics.joints.Joint)
TimeStep (TimeStep As Float, VelocityIterations As Int, PositionIterations As Int)
GetPoint (Index As Int) As B2Vec2
Normal As B2Vec2 [read only]
PointCount As Int
GetPoint (Index As Int) As B2Vec2
Normal As B2Vec2 [read only]
PointCount As Int