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com.badlogic.gdx.physics.box2d (libgdx API)
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<H2>
Package com.badlogic.gdx.physics.box2d
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<B>Interface Summary
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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.
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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
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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
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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.
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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
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<TD>Callback class for ray casts.
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<B>Class Summary
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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.
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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.
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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
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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
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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.
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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.
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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
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<TD>Contact impulses for reporting.
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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.
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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
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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.
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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
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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
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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.
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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
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<TR BGCOLOR="white" CLASS="TableRowColor">
<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
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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.
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<TR BGCOLOR="white" CLASS="TableRowColor">
<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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<TR BGCOLOR="white" CLASS="TableRowColor">
<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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</TABLE>
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<B>Enum Summary
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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
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<TD> </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> </TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD WIDTH="15%"><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.Type.html" title="enum in com.badlogic.gdx.physics.box2d">Shape.Type
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<TD>Enum describing the type of a shape
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