new(constructionInfo:RigidBodyConstructionInfo)
applyCentralForce(force:Vector3):Void
applyCentralImpulse(impulse:Vector3):Void
applyForce(force:Vector3, rel_pos:Vector3):Void
applyGravity():Void
applyImpulse(impulse:Vector3, rel_pos:Vector3):Void
applyTorque(torque:Vector3):Void
applyTorqueImpulse(torque:Vector3):Void
clearForces():Void
getAngularVelocity():Vector3
getCenterOfMassTransform():Transform
getGravity():Vector3
getLinearVelocity():Vector3
getMotionState():MotionState
setAngularFactor(angFac:Vector3):Void
setAngularVelocity(ang_vel:Vector3):Void
setCenterOfMassTransform(trans:Transform):Void
setDamping(linear:Float, angular:Float):Void
setGravity(acceleration:Vector3):Void
setLinearFactor(linearFactor:Vector3):Void
setLinearVelocity(lin_vel:Vector3):Void
setMassProps(mass:Float, inertia:Vector3):Void
setSleepingThresholds(linear:Float, angular:Float):Void
updateInertiaTensor():Void
@:value({ forceActivation : false })activate(forceActivation:Bool = false):Void
getCollisionFlags():Int
getCollisionShape():CollisionShape
getUserIndex():Int
getUserPointer():Dynamic
getWorldTransform():Transform
isActive():Bool
isKinematicObject():Bool
isStaticObject():Bool
isStaticOrKinematicObject():Bool
setActivationState(newState:CollisionObjectActivationState):Void
setCcdMotionThreshold(ccdMotionThreshold:Float):Void
setCcdSweptSphereRadius(radius:Float):Void
setCollisionFlags(flags:Int):Void
setCollisionShape(collisionShape:CollisionShape):Void
setContactProcessingThreshold(contactProcessingThreshold:Float):Void
setFriction(frict:Float):Void
setRestitution(rest:Float):Void
setRollingFriction(frict:Float):Void
setUserIndex(index:Int):Void
setUserPointer(userPointer:Dynamic):Void
setWorldTransform(trans:Transform):Void