Method List
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#aabb Box2D::Shape
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#advance Box2D::FixedStepper
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#angle Box2D::Body
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#angle Box2D::RevoluteJoint
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#angle= Box2D::Body
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#angular_velocity Box2D::Body
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#angular_velocity= Box2D::Body
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apply_filter Box2D::ShapeDefinition
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#apply_force Box2D::Body
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#apply_impulse Box2D::Body
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#apply_torque Box2D::Body
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#approach_speed Box2D::ContactHit
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#awake= Box2D::Body
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#awake? Box2D::Body
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#begin_contacts Box2D::Events
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#body Box2D::Chain
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#body Box2D::Shape
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#body_a Box2D::Joint
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#body_b Box2D::Joint
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#body_for_id Box2D::WorldRegistry
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#body_user_data Box2D::WorldRegistry
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#box Box2D::BodyShapes
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build Box2D::ShapeDefinition
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#bullet= Box2D::Body
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#bullet? Box2D::Body
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#callbacks Box2D::DebugDraw
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candidates Box2D::NativeLoader
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#capsule Box2D::BodyShapes
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capture Box2D::Events
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#chain Box2D::BodyShapes
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#chains Box2D::Body
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#circle Box2D::BodyShapes
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coefficient Box2D::ShapeDefinition
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#collide_connected= Box2D::Joint
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#collide_connected? Box2D::Joint
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#constraint_force Box2D::Joint
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#constraint_torque Box2D::Joint
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copy_struct Box2D::ValueConversion
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#create_body Box2D::World
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#create_distance_joint Box2D::WorldJoints
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#create_mouse_joint Box2D::WorldJoints
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#create_prismatic_joint Box2D::WorldJoints
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#create_revolute_joint Box2D::WorldJoints
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#create_weld_joint Box2D::WorldJoints
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#current_length Box2D::DistanceJoint
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#debug_draw Box2D::World
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#definition Box2D::DebugDraw
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#density Box2D::Shape
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#density= Box2D::Shape
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#destroy Box2D::Body
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#destroy Box2D::Chain
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#destroy Box2D::Joint
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#destroy Box2D::Shape
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#destroy Box2D::World
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#destroyed? Box2D::World
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#destroyed? Box2D::Handle
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empty Box2D::Events
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#end_contacts Box2D::Events
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#ensure_access! Box2D::World
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#eql? Box2D::Handle
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#events Box2D::World
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#filter Box2D::Shape
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#filter= Box2D::Shape
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finite_float Box2D::ValueConversion
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#fraction Box2D::Hit
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#friction Box2D::Chain
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#friction Box2D::Shape
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#friction= Box2D::Chain
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#friction= Box2D::Shape
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#gravity Box2D::World
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#gravity= Box2D::World
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#hash Box2D::Handle
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#hits Box2D::Events
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#id Box2D::World
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#id Box2D::Handle
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id_key Box2D::ValueConversion
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#initialize Box2D::Body
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#initialize Box2D::Chain
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#initialize Box2D::Joint
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#initialize Box2D::Shape
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#initialize Box2D::World
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#initialize Box2D::Events
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#initialize Box2D::Handle
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#initialize Box2D::DebugDraw
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#initialize Box2D::PixelScale
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#initialize Box2D::FixedStepper
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#invalidate_from_body! Box2D::Joint
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#joints Box2D::Body
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#length Box2D::DistanceJoint
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#length= Box2D::DistanceJoint
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library_path Box2D::NativeLoader
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#limits Box2D::RevoluteJoint
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#limits= Box2D::RevoluteJoint
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#limits= Box2D::PrismaticJoint
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#linear_velocity Box2D::Body
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#linear_velocity= Box2D::Body
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#manifold Box2D::ContactBegin
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#mass Box2D::Body
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#max_substeps Box2D::FixedStepper
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missing_library_message Box2D::NativeLoader
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#motor_enabled= Box2D::RevoluteJoint
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#motor_enabled? Box2D::RevoluteJoint
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#motor_speed Box2D::RevoluteJoint
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#motor_speed Box2D::PrismaticJoint
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#motor_speed Box2D::DistanceJoint
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#motor_speed= Box2D::RevoluteJoint
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#motor_speed= Box2D::PrismaticJoint
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#motor_speed= Box2D::DistanceJoint
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native_rot Box2D::ValueConversion
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native_vec2 Box2D::ValueConversion
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non_negative_float Box2D::ValueConversion
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#normal Box2D::Hit
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#normal Box2D::ContactHit
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#normal Box2D::Manifold
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#normal_impulse Box2D::ManifoldPoint
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#overlap_aabb Box2D::WorldQueries
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#overlap_capsule Box2D::WorldQueries
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#overlap_circle Box2D::WorldQueries
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#overlap_polygon Box2D::WorldQueries
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#persisted Box2D::ManifoldPoint
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#pixels_per_meter Box2D::PixelScale
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#point Box2D::Hit
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#point Box2D::ContactHit
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#point Box2D::ManifoldPoint
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#points Box2D::Manifold
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#polygon Box2D::BodyShapes
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#position Box2D::Body
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#position= Box2D::Body
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positive_float Box2D::ValueConversion
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query_filter Box2D::ShapeDefinition
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#raise_callback_error Box2D::DebugDraw
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#raycast Box2D::WorldQueries
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#reference_angle Box2D::WeldJoint
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#reference_angle= Box2D::WeldJoint
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#register_body Box2D::WorldRegistry
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#register_chain Box2D::WorldRegistry
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#register_joint Box2D::Body
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#register_joint Box2D::WorldRegistry
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#register_shape Box2D::WorldRegistry
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#reset Box2D::FixedStepper
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#restitution Box2D::Chain
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#restitution Box2D::Shape
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#restitution= Box2D::Chain
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#restitution= Box2D::Shape
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#segment Box2D::BodyShapes
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#segments Box2D::Chain
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#sensor Box2D::SensorBegin
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#sensor Box2D::SensorEnd
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#sensor? Box2D::Shape
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#sensor_begins Box2D::Events
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#sensor_ends Box2D::Events
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#separation Box2D::ManifoldPoint
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#set_body_user_data Box2D::WorldRegistry
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#set_shape_user_data Box2D::WorldRegistry
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#shape Box2D::Hit
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#shape_a Box2D::ContactBegin
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#shape_a Box2D::ContactEnd
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#shape_a Box2D::ContactHit
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#shape_b Box2D::ContactBegin
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#shape_b Box2D::ContactEnd
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#shape_b Box2D::ContactHit
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#shape_for_id Box2D::WorldRegistry
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#shape_user_data Box2D::WorldRegistry
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#shapes Box2D::Body
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#speed Box2D::PrismaticJoint
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#step Box2D::World
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#step Box2D::FixedStepper
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#substeps Box2D::World
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#substeps= Box2D::World
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#tangent_impulse Box2D::ManifoldPoint
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#target Box2D::MouseJoint
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#target= Box2D::MouseJoint
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#to_meters Box2D::PixelScale
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#to_pixels Box2D::PixelScale
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#translation Box2D::PrismaticJoint
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#type Box2D::Body
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#type Box2D::Shape
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#type= Box2D::Body
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#unregister_body Box2D::WorldRegistry
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#unregister_chain Box2D::Body
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#unregister_chain Box2D::WorldRegistry
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#unregister_joint Box2D::Body
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#unregister_joint Box2D::WorldRegistry
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#unregister_shape Box2D::Body
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#unregister_shape Box2D::WorldRegistry
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#user_data Box2D::Body
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#user_data Box2D::Joint
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#user_data Box2D::Shape
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#user_data= Box2D::Body
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#user_data= Box2D::Joint
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#user_data= Box2D::Shape
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#valid? Box2D::World
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#valid? Box2D::Handle
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validate_explicit_path Box2D::NativeLoader
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vec2 Box2D::ValueConversion
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#vector_to_meters Box2D::PixelScale
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#vector_to_pixels Box2D::PixelScale
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#visitor Box2D::SensorBegin
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#visitor Box2D::SensorEnd
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#world Box2D::Handle