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com.badlogic.gdx.physics.box2d (libgdx API)
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Package com.badlogic.gdx.physics.box2d
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/ContactFilter.html" title="interface in com.badlogic.gdx.physics.box2d">ContactFilter</A></B></TD>
<TD>Implement this class to provide collision filtering.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/ContactListener.html" title="interface in com.badlogic.gdx.physics.box2d">ContactListener</A></B></TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/DestructionListener.html" title="interface in com.badlogic.gdx.physics.box2d">DestructionListener</A></B></TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/QueryCallback.html" title="interface in com.badlogic.gdx.physics.box2d">QueryCallback</A></B></TD>
<TD>Callback class for AABB queries.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/RayCastCallback.html" title="interface in com.badlogic.gdx.physics.box2d">RayCastCallback</A></B></TD>
<TD>Callback class for ray casts.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A></B></TD>
<TD>A rigid body.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html" title="class in com.badlogic.gdx.physics.box2d">BodyDef</A></B></TD>
<TD>A body definition holds all the data needed to construct a rigid body.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Box2DDebugRenderer.html" title="class in com.badlogic.gdx.physics.box2d">Box2DDebugRenderer</A></B></TD>
<TD>&nbsp;</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/ChainShape.html" title="class in com.badlogic.gdx.physics.box2d">ChainShape</A></B></TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/CircleShape.html" title="class in com.badlogic.gdx.physics.box2d">CircleShape</A></B></TD>
<TD>A circle shape.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Contact.html" title="class in com.badlogic.gdx.physics.box2d">Contact</A></B></TD>
<TD>The class manages contact between two shapes.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/ContactImpulse.html" title="class in com.badlogic.gdx.physics.box2d">ContactImpulse</A></B></TD>
<TD>Contact impulses for reporting.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/EdgeShape.html" title="class in com.badlogic.gdx.physics.box2d">EdgeShape</A></B></TD>
<TD>A line segment (edge) shape.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Filter.html" title="class in com.badlogic.gdx.physics.box2d">Filter</A></B></TD>
<TD>This holds contact filtering data.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</A></B></TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/FixtureDef.html" title="class in com.badlogic.gdx.physics.box2d">FixtureDef</A></B></TD>
<TD>A fixture definition is used to create a fixture.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">Joint</A></B></TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></B></TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/JointEdge.html" title="class in com.badlogic.gdx.physics.box2d">JointEdge</A></B></TD>
<TD>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.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Manifold.html" title="class in com.badlogic.gdx.physics.box2d">Manifold</A></B></TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/MassData.html" title="class in com.badlogic.gdx.physics.box2d">MassData</A></B></TD>
<TD>This holds the mass data computed for a shape.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/PolygonShape.html" title="class in com.badlogic.gdx.physics.box2d">PolygonShape</A></B></TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.html" title="class in com.badlogic.gdx.physics.box2d">Shape</A></B></TD>
<TD>A shape is used for collision detection.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Transform.html" title="class in com.badlogic.gdx.physics.box2d">Transform</A></B></TD>
<TD>Encodes a Box2D transform.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html" title="class in com.badlogic.gdx.physics.box2d">World</A></B></TD>
<TD>The world class manages all physics entities, dynamic simulation, and asynchronous queries.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/WorldManifold.html" title="class in com.badlogic.gdx.physics.box2d">WorldManifold</A></B></TD>
<TD>This is used to compute the current state of a contact manifold.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d">BodyDef.BodyType</A></B></TD>
<TD>The body type.</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/JointDef.JointType.html" title="enum in com.badlogic.gdx.physics.box2d">JointDef.JointType</A></B></TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Manifold.ManifoldType.html" title="enum in com.badlogic.gdx.physics.box2d">Manifold.ManifoldType</A></B></TD>
<TD>&nbsp;</TD>
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<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.Type.html" title="enum in com.badlogic.gdx.physics.box2d">Shape.Type</A></B></TD>
<TD>Enum describing the type of a shape</TD>
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