addForce(f:Vector3, node:Int):Void
appendAnchor(node:Int, body:RigidBody, disableCollisionBetweenLinkedBodies:Bool, influence:Float):Void
appendFace(node:Int, node1:Int, node3:Int, mat:Material):Void
@:value({ bcheckexist : false })appendLink(node:Int, node1:Int, mat:Material, bcheckexist:Bool = false):Void
appendMaterial():Material
appendNode(x:Vector3, m:Float):Void
@:value({ mat : 0 })generateBendingConstraints(distance:Int, mat:Dynamic = 0):Void
@:value({ maxiterations : 8192 })generateClusters(k:Int, maxiterations:Int = 8192):Void
get_m_anchors():TAnchorArray
get_m_cfg():Config
get_m_materials():TMaterialArray
get_m_nodes():TNodeArray
@:value({ fromfaces : false })setTotalMass(mass:Float, fromfaces:Bool = false):Void
updateBounds():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