new ()
inline addCollisionShape2D (collisionShape:CollisionShape2D):Void
inline addConstraint2D (constraint:Constraint2D):Void
inline applyAngularImpulse (impulse:Float, wake:Bool):Void
inline applyForce (force:Vector2, point:Vector2, wake:Bool):Void
inline applyForceToCenter (force:Vector2, wake:Bool):Void
inline applyLinearImpulse (impulse:Vector2, point:Vector2, wake:Bool):Void
inline applyLinearImpulseToCenter (impulse:Vector2, wake:Bool):Void
inline applyTorque (torque:Float, wake:Bool):Void
inline applyWorldTransform (newWorldPosition:Vector3, newWorldRotation:Quaternion):Void
inline applyWorldTransform1 ():Void
inline createBody ():Void
inline getAngularDamping ():Float
inline getAngularVelocity ():Float
inline getBodyType ():Int
inline getGravityScale ():Float
inline getInertia ():Float
inline getLinearDamping ():Float
inline getLinearVelocity ():Vector2
inline getMass ():Float
inline getMassCenter ():Vector2
inline getTypeName ():String
inline getUseFixtureMass ():Bool
inline isAllowSleep ():Bool
inline isAwake ():Bool
inline isBullet ():Bool
inline isFixedRotation ():Bool
inline onSetEnabled ():Void
inline releaseBody ():Void
inline removeCollisionShape2D (collisionShape:CollisionShape2D):Void
inline removeConstraint2D (constraint:Constraint2D):Void
inline setAllowSleep (allowSleep:Bool):Void
inline setAngularDamping (angularDamping:Float):Void
inline setAngularVelocity (angularVelocity:Float):Void
inline setAwake (awake:Bool):Void
inline setBodyType (bodyType:Int):Void
inline setBullet (bullet:Bool):Void
inline setFixedRotation (fixedRotation:Bool):Void
inline setGravityScale (gravityScale:Float):Void
inline setInertia (inertia:Float):Void
inline setLinearDamping (linearDamping:Float):Void
inline setLinearVelocity (linearVelocity:Vector2):Void
inline setMass (mass:Float):Void
inline setMassCenter (center:Vector2):Void
inline setUseFixtureMass (useFixtureMass:Bool):Void