addAction(action:ActionInterface):Void
@:value({ disableCollisionsBetweenLinkedBodies : false })addConstraint(constraint:TypedConstraint, disableCollisionsBetweenLinkedBodies:Bool = false):Void
addRigidBody(body:RigidBody):Void
@:native("addRigidBody")addRigidBodyToGroup(body:RigidBody, group:Int, mask:Int):Void
getGravity():Vector3
removeAction(action:ActionInterface):Void
removeConstraint(constraint:TypedConstraint):Void
removeRigidBody(body:RigidBody):Void
setGravity(v:Vector3):Void
@:value({ fixedTimeStep : 1.0 / 60.0, maxSubSteps : 1 })stepSimulation(timeStep:Float, maxSubSteps:Float = 1, fixedTimeStep:Float = 1.0 / 60.0):Void
addCollisionObject(collisionObject:CollisionObject):Void
@:native("addCollisionObject")addCollisionObjectToGroup(collisionObject:CollisionObject, collisionFilterGroup:Int, collisionFilterMask:Int):Void
convexSweepTest(castShape:ConvexShape, from:Transform, to:Transform, resultCallback:ConvexResultCallback, allowedCcdPenetration:Float):Void
debugDrawWorld():Void
getDebugDrawer():DebugDrawer
getPairCache():OverlappingPairCache
rayTest(rayFromWorld:Vector3, rayToWorld:Vector3, resultCallback:RayResultCallback):Void
removeCollisionObject(collisionObject:CollisionObject):Void
setDebugDrawer(debugDrawer:DebugDrawer):Void
updateSingleAabb(colObj:CollisionObject):Void