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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</B></H2>
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Packages that use <A HREF="../../../../../com/badlogic/gdx/physics/box2d/package-summary.html">com.badlogic.gdx.physics.box2d</A></FONT></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><A HREF="#com.badlogic.gdx.graphics.g2d"><B>com.badlogic.gdx.graphics.g2d</B></A></TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><A HREF="#com.badlogic.gdx.physics.box2d"><B>com.badlogic.gdx.physics.box2d</B></A></TD>
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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 <A HREF="../../../../../com/badlogic/gdx/physics/box2d/package-summary.html">com.badlogic.gdx.physics.box2d</A> used by <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/package-summary.html">com.badlogic.gdx.graphics.g2d</A></FONT></TH>
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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.graphics.g2d"><B>World</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The world class manages all physics entities, dynamic simulation, and asynchronous queries.</TD>
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Classes in <A HREF="../../../../../com/badlogic/gdx/physics/box2d/package-summary.html">com.badlogic.gdx.physics.box2d</A> used by <A HREF="../../../../../com/badlogic/gdx/physics/box2d/package-summary.html">com.badlogic.gdx.physics.box2d</A></FONT></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/Body.html#com.badlogic.gdx.physics.box2d"><B>Body</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A rigid body.</TD>
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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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A body definition holds all the data needed to construct a rigid body.</TD>
</TR>
<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The class manages contact between two shapes.</TD>
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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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Implement this class to provide collision filtering.</TD>
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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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<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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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/FixtureDef.html#com.badlogic.gdx.physics.box2d"><B>FixtureDef</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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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>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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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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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/JointEdge.html#com.badlogic.gdx.physics.box2d"><B>JointEdge</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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><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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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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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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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Callback class for ray casts.</TD>
</TR>
<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A shape is used for collision detection.</TD>
</TR>
<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Enum describing the type of a shape</TD>
</TR>
<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The world class manages all physics entities, dynamic simulation, and asynchronous queries.</TD>
</TR>
<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;This is used to compute the current state of a contact manifold.</TD>
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&nbsp;
<P>
<A NAME="com.badlogic.gdx.physics.box2d.joints"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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Classes in <A HREF="../../../../../com/badlogic/gdx/physics/box2d/package-summary.html">com.badlogic.gdx.physics.box2d</A> used by <A HREF="../../../../../com/badlogic/gdx/physics/box2d/joints/package-summary.html">com.badlogic.gdx.physics.box2d.joints</A></FONT></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A rigid body.</TD>
</TR>
<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>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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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>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/class-use/World.html#com.badlogic.gdx.physics.box2d.joints"><B>World</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The world class manages all physics entities, dynamic simulation, and asynchronous queries.</TD>
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