box2d-py
Contents:
API Reference
box2d-py
Index
Index
_
|
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
I
|
J
|
K
|
L
|
M
|
N
|
O
|
P
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Q
|
R
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S
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T
|
U
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V
|
W
|
X
|
Y
|
Z
_
__init__() (box2d.body.Body method)
(box2d.body.BodyBuilder method)
(box2d.collision_filter.CollisionFilter method)
(box2d.joint.Joint method)
(box2d.joint.MouseJoint method)
(box2d.math.AABB method)
(box2d.math.Mat22 method)
(box2d.math.Rot method)
(box2d.math.ScaledTransform method)
(box2d.math.Transform method)
(box2d.math.Vec2 method)
(box2d.shape.Capsule method)
(box2d.shape.Circle method)
(box2d.shape.Polygon method)
(box2d.shape.Segment method)
(box2d.world.World method)
A
AABB (class in box2d.math)
add_box() (box2d.body.Body method)
add_capsule() (box2d.body.Body method)
add_category() (box2d.collision_filter.CollisionFilter method)
add_chain() (box2d.body.Body method)
add_circle() (box2d.body.Body method)
add_distance_joint() (box2d.world.World method)
add_motor_joint() (box2d.world.World method)
add_mouse_joint() (box2d.world.World method)
add_polygon() (box2d.body.Body method)
add_prismatic_joint() (box2d.world.World method)
add_revolute_joint() (box2d.world.World method)
add_segment() (box2d.body.Body method)
add_weld_joint() (box2d.world.World method)
add_wheel_joint() (box2d.world.World method)
allow_collision_with() (box2d.collision_filter.CollisionFilter method)
anchor_a (box2d.joint.Joint property)
anchor_b (box2d.joint.Joint property)
angle (box2d.math.Vec2 property)
angle_degrees (box2d.math.Rot property)
angle_radians (box2d.math.Rot property)
angular_damping (box2d.body.Body property)
angular_damping() (box2d.body.BodyBuilder method)
angular_velocity (box2d.body.Body property)
angular_velocity() (box2d.body.BodyBuilder method)
apply_force() (box2d.body.Body method)
apply_linear_impulse() (box2d.body.Body method)
apply_torque() (box2d.body.Body method)
as_float (box2d.debug_draw.Color property)
as_tuple (box2d.math.Rot property)
(box2d.math.Vec2 property)
awake (box2d.body.Body property)
B
b2AABB (box2d.math.AABB property)
b2Filter (box2d.collision_filter.CollisionFilter property)
b2Mat22 (box2d.math.Mat22 property)
b2QueryFilter (box2d.collision_filter.CollisionFilter property)
b2Rot (box2d.math.Rot property)
b2Transform (box2d.math.Transform property)
b2Vec2 (box2d.math.Vec2 property)
block_collision_with() (box2d.collision_filter.CollisionFilter method)
bodies (box2d.world.World property)
body (box2d.shape.Chain property)
(box2d.shape.Shape property)
Body (class in box2d.body)
body_a (box2d.joint.Joint property)
body_b (box2d.joint.Joint property)
BodyBuilder (class in box2d.body)
Box (class in box2d.shape)
box() (box2d.body.BodyBuilder method)
box2d.body
module
box2d.collision_filter
module
box2d.debug_draw
module
box2d.joint
module
box2d.math
module
box2d.shape
module
box2d.shape_def
module
box2d.world
module
build() (box2d.body.BodyBuilder method)
bullet() (box2d.body.BodyBuilder method)
C
c (box2d.math.Rot property)
Capsule (class in box2d.shape)
capsule() (box2d.body.BodyBuilder method)
category (box2d.collision_filter.CollisionFilter attribute)
center (box2d.math.AABB property)
Chain (class in box2d.shape)
chain() (box2d.body.BodyBuilder method)
changed() (box2d.debug_draw.Color method)
Circle (class in box2d.shape)
circle() (box2d.body.BodyBuilder method)
clamp() (box2d.math.Vec2 method)
collide_connected (box2d.joint.Joint property)
CollisionCategoryRegistry (class in box2d.collision_filter)
CollisionFilter (class in box2d.collision_filter)
Color (class in box2d.debug_draw)
columns (box2d.math.Mat22 property)
constraint_force (box2d.joint.Joint property)
constraint_torque (box2d.joint.Joint property)
contact_damping_ratio (box2d.world.World property)
contact_hertz (box2d.world.World property)
contact_push_velocity (box2d.world.World property)
contains() (box2d.math.AABB method)
create() (box2d.shape.Box class method)
(box2d.shape.Capsule class method)
(box2d.shape.Chain class method)
(box2d.shape.Circle class method)
(box2d.shape.Polygon class method)
(box2d.shape.Segment class method)
cross() (box2d.math.Vec2 method)
cross_scalar() (box2d.math.Vec2 method)
D
damping_ratio (box2d.joint.MouseJoint property)
DebugDraw (class in box2d.debug_draw)
define() (box2d.collision_filter.CollisionCategoryRegistry method)
density (box2d.shape.Shape property)
destroy() (box2d.body.Body method)
(box2d.joint.Joint method)
(box2d.world.World method)
determinant (box2d.math.Mat22 property)
distance_to() (box2d.math.Vec2 method)
dot() (box2d.math.Vec2 method)
down() (box2d.math.Vec2 class method)
draw() (box2d.world.World method)
draw_aabbs (box2d.debug_draw.DebugDraw property)
draw_capsule() (box2d.debug_draw.DebugDraw method)
draw_circle() (box2d.debug_draw.DebugDraw method)
(in module box2d.debug_draw)
draw_contact_impulses (box2d.debug_draw.DebugDraw property)
draw_contact_normals (box2d.debug_draw.DebugDraw property)
draw_contacts (box2d.debug_draw.DebugDraw property)
draw_friction_impulses (box2d.debug_draw.DebugDraw property)
draw_joint_extras (box2d.debug_draw.DebugDraw property)
draw_joints (box2d.debug_draw.DebugDraw property)
draw_mass (box2d.debug_draw.DebugDraw property)
draw_point() (box2d.debug_draw.DebugDraw method)
(in module box2d.debug_draw)
draw_polygon() (box2d.debug_draw.DebugDraw method)
(in module box2d.debug_draw)
draw_segment() (box2d.debug_draw.DebugDraw method)
(in module box2d.debug_draw)
draw_shapes (box2d.debug_draw.DebugDraw property)
draw_solid_capsule() (box2d.debug_draw.DebugDraw method)
(in module box2d.debug_draw)
draw_solid_circle() (box2d.debug_draw.DebugDraw method)
(in module box2d.debug_draw)
draw_solid_polygon() (box2d.debug_draw.DebugDraw method)
(in module box2d.debug_draw)
draw_string() (box2d.debug_draw.DebugDraw method)
(in module box2d.debug_draw)
draw_transform() (box2d.debug_draw.DebugDraw method)
(in module box2d.debug_draw)
dynamic() (box2d.body.BodyBuilder method)
E
enable_continuous (box2d.world.World property)
enable_sleep (box2d.world.World property)
enable_sleep() (box2d.body.BodyBuilder method)
enabled (box2d.body.Body property)
expanded() (box2d.math.AABB method)
extend() (box2d.body.BodyBuilder class method)
F
filters_collide() (in module box2d.collision_filter)
fixed_rotation (box2d.body.Body property)
fixed_rotation() (box2d.body.BodyBuilder method)
friction (box2d.shape.Shape property)
from_angle() (box2d.math.Mat22 class method)
(box2d.math.Vec2 class method)
from_b2AABB() (box2d.math.AABB class method)
from_b2Mat22() (box2d.math.Mat22 class method)
from_b2Rot() (box2d.math.Rot class method)
from_b2Transform() (box2d.math.Transform class method)
from_b2Vec2() (box2d.math.Vec2 class method)
from_columns() (box2d.math.Mat22 class method)
from_degrees() (box2d.math.Rot class method)
from_points() (box2d.math.AABB class method)
from_rows() (box2d.math.Mat22 class method)
from_sincos() (box2d.math.Rot class method)
from_transform() (box2d.math.ScaledTransform class method)
G
get() (box2d.collision_filter.CollisionCategoryRegistry method)
get_sensor_events() (box2d.world.World method)
gravity (box2d.world.World property)
gravity_scale (box2d.body.Body property)
gravity_scale() (box2d.body.BodyBuilder method)
group (box2d.collision_filter.CollisionFilter attribute)
H
half_size (box2d.math.AABB property)
heading (box2d.math.Vec2 property)
height (box2d.math.AABB property)
hex (box2d.debug_draw.Color property)
hit_event_threshold (box2d.world.World property)
I
identity() (box2d.math.Mat22 class method)
(box2d.math.Rot class method)
interpolate() (box2d.math.Rot method)
inverse (box2d.math.Mat22 property)
(box2d.math.Rot property)
(box2d.math.ScaledTransform property)
(box2d.math.Transform property)
(box2d.math.Vec2 property)
is_bullet (box2d.body.Body property)
is_close() (box2d.math.Vec2 method)
is_finite (box2d.math.Vec2 property)
is_sensor (box2d.shape.Shape property)
is_sleep_enabled() (box2d.body.Body method)
is_valid (box2d.joint.Joint property)
(box2d.math.AABB property)
J
Joint (class in box2d.joint)
K
kinematic() (box2d.body.BodyBuilder method)
L
left() (box2d.math.Vec2 class method)
length (box2d.math.Vec2 property)
length_squared (box2d.math.Vec2 property)
lerp() (box2d.math.Vec2 method)
linear_damping (box2d.body.Body property)
linear_damping() (box2d.body.BodyBuilder method)
linear_velocity (box2d.body.Body property)
linear_velocity() (box2d.body.BodyBuilder method)
list_categories() (box2d.collision_filter.CollisionCategoryRegistry method)
lower (box2d.math.AABB property)
M
mask (box2d.collision_filter.CollisionFilter attribute)
mass (box2d.body.Body property)
Mat22 (class in box2d.math)
max() (box2d.math.Vec2 method)
max_force (box2d.joint.MouseJoint property)
merge() (box2d.math.AABB method)
min() (box2d.math.Vec2 method)
module
box2d.body
box2d.collision_filter
box2d.debug_draw
box2d.joint
box2d.math
box2d.shape
box2d.shape_def
box2d.world
MouseJoint (class in box2d.joint)
multiply_componentwise() (box2d.math.Vec2 method)
N
new_body() (box2d.world.World method)
normalize() (box2d.math.Rot method)
(box2d.math.Vec2 method)
O
overlaps() (box2d.math.AABB method)
P
parse() (box2d.collision_filter.CollisionCategoryRegistry method)
perpendicular() (box2d.math.Vec2 method)
Polygon (class in box2d.shape)
polygon() (box2d.body.BodyBuilder method)
position (box2d.body.Body property)
(box2d.math.ScaledTransform attribute)
(box2d.math.ScaledTransform property)
(box2d.math.Transform property)
position() (box2d.body.BodyBuilder method)
project() (box2d.math.Vec2 method)
Q
query_aabb() (box2d.world.World method)
query_circle() (box2d.world.World method)
R
ray_cast() (box2d.world.World method)
reject() (box2d.math.Vec2 method)
remove_category() (box2d.collision_filter.CollisionFilter method)
remove_shape() (box2d.body.Body method)
restitution (box2d.shape.Shape property)
restitution_threshold (box2d.world.World property)
right() (box2d.math.Vec2 class method)
Rot (class in box2d.math)
rotate() (box2d.math.Vec2 method)
rotate_vector() (box2d.math.Rot method)
rotation (box2d.body.Body property)
(box2d.math.ScaledTransform attribute)
(box2d.math.ScaledTransform property)
(box2d.math.Transform property)
rotation() (box2d.body.BodyBuilder method)
rotational_inertia (box2d.body.Body property)
rows (box2d.math.Mat22 property)
S
s (box2d.math.Rot property)
scale (box2d.math.ScaledTransform attribute)
(box2d.math.ScaledTransform property)
ScaledTransform (class in box2d.math)
Segment (class in box2d.shape)
segment() (box2d.body.BodyBuilder method)
set_group() (box2d.collision_filter.CollisionFilter method)
Shape (class in box2d.shape)
shapes (box2d.body.Body property)
sleep_threshold (box2d.body.Body property)
sleep_threshold() (box2d.body.BodyBuilder method)
solve() (box2d.math.Mat22 method)
static() (box2d.body.BodyBuilder method)
step() (box2d.world.World method)
T
target (box2d.joint.MouseJoint property)
transform (box2d.body.Body property)
Transform (class in box2d.math)
translated() (box2d.math.AABB method)
transpose() (box2d.math.Mat22 method)
type (box2d.body.Body property)
U
up() (box2d.math.Vec2 class method)
upper (box2d.math.AABB property)
V
Vec2 (class in box2d.math)
vector-like
VectorLike (class in box2d.math)
W
wake_bodies() (box2d.joint.Joint method)
width (box2d.math.AABB property)
World (class in box2d.world)
X
x (box2d.math.Vec2 property)
x_axis (box2d.math.Rot property)
Y
y (box2d.math.Vec2 property)
y_axis (box2d.math.Rot property)
Z
zero() (box2d.math.Rot class method)
(box2d.math.Vec2 class method)