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Uses of Package com.badlogic.gdx.physics.box2d (libgdx API)
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<B>Uses of Package
<br>com.badlogic.gdx.physics.box2d
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Packages that use
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<TD><A HREF="#com.badlogic.gdx.graphics.g2d"><B>com.badlogic.gdx.graphics.g2d
</B></A></TD>
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<TD><A HREF="#com.badlogic.gdx.physics.box2d"><B>com.badlogic.gdx.physics.box2d
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><A HREF="#com.badlogic.gdx.physics.box2d.joints"><B>com.badlogic.gdx.physics.box2d.joints
</B></A></TD>
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Classes in
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<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/World.html#com.badlogic.gdx.graphics.g2d"><B>World
</B></A></B>
<BR>
The world class manages all physics entities, dynamic simulation, and asynchronous queries.
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Classes in
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<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Body.html#com.badlogic.gdx.physics.box2d"><B>Body
</B></A></B>
<BR>
A rigid body.
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/BodyDef.html#com.badlogic.gdx.physics.box2d"><B>BodyDef
</B></A></B>
<BR>
A body definition holds all the data needed to construct a rigid body.
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/BodyDef.BodyType.html#com.badlogic.gdx.physics.box2d"><B>BodyDef.BodyType
</B></A></B>
<BR>
The body type.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Contact.html#com.badlogic.gdx.physics.box2d"><B>Contact
</B></A></B>
<BR>
The class manages contact between two shapes.
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/ContactFilter.html#com.badlogic.gdx.physics.box2d"><B>ContactFilter
</B></A></B>
<BR>
Implement this class to provide collision filtering.
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/ContactImpulse.html#com.badlogic.gdx.physics.box2d"><B>ContactImpulse
</B></A></B>
<BR>
Contact impulses for reporting.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/ContactListener.html#com.badlogic.gdx.physics.box2d"><B>ContactListener
</B></A></B>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/DestructionListener.html#com.badlogic.gdx.physics.box2d"><B>DestructionListener
</B></A></B>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Filter.html#com.badlogic.gdx.physics.box2d"><B>Filter
</B></A></B>
<BR>
This holds contact filtering data.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Fixture.html#com.badlogic.gdx.physics.box2d"><B>Fixture
</B></A></B>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/FixtureDef.html#com.badlogic.gdx.physics.box2d"><B>FixtureDef
</B></A></B>
<BR>
A fixture definition is used to create a fixture.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Joint.html#com.badlogic.gdx.physics.box2d"><B>Joint
</B></A></B>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/JointDef.html#com.badlogic.gdx.physics.box2d"><B>JointDef
</B></A></B>
<BR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/JointDef.JointType.html#com.badlogic.gdx.physics.box2d"><B>JointDef.JointType
</B></A></B>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/JointEdge.html#com.badlogic.gdx.physics.box2d"><B>JointEdge
</B></A></B>
<BR>
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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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Manifold.html#com.badlogic.gdx.physics.box2d"><B>Manifold
</B></A></B>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Manifold.ManifoldPoint.html#com.badlogic.gdx.physics.box2d"><B>Manifold.ManifoldPoint
</B></A></B>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Manifold.ManifoldType.html#com.badlogic.gdx.physics.box2d"><B>Manifold.ManifoldType
</B></A></B>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/MassData.html#com.badlogic.gdx.physics.box2d"><B>MassData
</B></A></B>
<BR>
This holds the mass data computed for a shape.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/QueryCallback.html#com.badlogic.gdx.physics.box2d"><B>QueryCallback
</B></A></B>
<BR>
Callback class for AABB queries.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/RayCastCallback.html#com.badlogic.gdx.physics.box2d"><B>RayCastCallback
</B></A></B>
<BR>
Callback class for ray casts.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Shape.html#com.badlogic.gdx.physics.box2d"><B>Shape
</B></A></B>
<BR>
A shape is used for collision detection.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Shape.Type.html#com.badlogic.gdx.physics.box2d"><B>Shape.Type
</B></A></B>
<BR>
Enum describing the type of a shape
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Transform.html#com.badlogic.gdx.physics.box2d"><B>Transform
</B></A></B>
<BR>
Encodes a Box2D transform.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/World.html#com.badlogic.gdx.physics.box2d"><B>World
</B></A></B>
<BR>
The world class manages all physics entities, dynamic simulation, and asynchronous queries.
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/WorldManifold.html#com.badlogic.gdx.physics.box2d"><B>WorldManifold
</B></A></B>
<BR>
This is used to compute the current state of a contact manifold.
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<A NAME="com.badlogic.gdx.physics.box2d.joints"><!-- --></A>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Body.html#com.badlogic.gdx.physics.box2d.joints"><B>Body
</B></A></B>
<BR>
A rigid body.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Joint.html#com.badlogic.gdx.physics.box2d.joints"><B>Joint
</B></A></B>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/JointDef.html#com.badlogic.gdx.physics.box2d.joints"><B>JointDef
</B></A></B>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/World.html#com.badlogic.gdx.physics.box2d.joints"><B>World
</B></A></B>
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The world class manages all physics entities, dynamic simulation, and asynchronous queries.
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