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#palMatrix4x4 & palBodyBase::GetLocationMatrix ()
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#palMatrix body_compound_get_location(palCompound*)
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#float(16) get_location()
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#void palBodyBase::GetPosition (palVector3 &pos)
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#palVector3 body_compound_get_position(palCompound*)
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#float(3) get_position()
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#void palBodyBase::SetMaterial (palMaterial *material)
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#void body_compound_set_material(palCompound*, palMaterial*)
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#set_material(Material)
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#palGroup palBodyBase::GetGroup ()
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#int body_compound_get_group(palCompound*)
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#void palBodyBase::SetGroup (palGroup group)
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#void body_compound_set_group(palCompound*, int)
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#Float palBodyBase::GetSkinWidth ()
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#float body_compound_get_skin_width(palCompound*)
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#float get_skin_width()
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#bool palBodyBase::SetSkinWidth (Float skinWidth)
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#bool body_compound_set_skin_width(palCompound*, float)
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#bool set_skin_width(float)
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#std::string palBodyBase::toString ()
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#void palBody::SetPosition (Float x, Float y, Float z, Float roll, Float pitch, Float yaw)
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#void body_compound_set_position(palCompound*, float, float, float, float, float, float)
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#set_position(float(3), float(3))
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#void palBody::SetOrientation (Float roll, Float pitch, Float yaw)
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#void body_compound_set_orientation(palCompound*, float, float, float)
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#set_orientation(float(3))
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#void palBody::ApplyForce (Float fx, Float fy, Float fz)
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#void body_compound_apply_force(palCompound*, float, float, float)
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#apply_force(float(3))
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#void palBody::ApplyTorque (Float tx, Float ty, Float tz)
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#void body_compound_apply_torque(palCompound*, float, float, float)
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#apply_torque(float(3))
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#void palBody::ApplyForceAtPosition (Float px, Float py, Float pz, Float fx, Float fy, Float fz)
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#void body_compound_apply_force_at_position(palCompound*, float, float, float, float, float, float)
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#apply_force(float(3), float(3))
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#void palBody::ApplyImpulse (Float ix, Float iy, Float iz)
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#void body_compound_apply_impulse(palCompound*, float, float, float)
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#apply_impulse(float(3))
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#void palBody::ApplyAngularImpulse (Float ix, Float iy, Float iz)
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#void body_compound_apply_angular_impulse(palCompound*, float, float, float)
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#apply_angular_impulse(float(3))
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#void palBody::ApplyImpulseAtPosition (Float px, Float py, Float pz, Float ix, Float iy, Float iz)
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#void body_compound_apply_impulse_at_position(palCompound*, float, float, float, float, float, float)
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#apply_impulse(float(3), float(3))
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#void palBody::GetLinearVelocity (palVector3 &velocity)
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#palVector3 body_compound_get_linear_velocity(palCompound*)
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#float(3) get_linear_velocity()
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#void palBody::GetAngularVelocity (palVector3 &velocity_rad)
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#palVector3 body_compound_get_angular_velocity(palCompound*)
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#float(3) get_angular_velocity()
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#void palBody::SetLinearVelocity (const palVector3 &velocity)
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#void body_compound_set_linear_velocity(palCompound*, Vector3)
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#set_linear_velocity(float(3))
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#void palBody::SetAngularVelocity (const palVector3 &velocity_rad)
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#void body_compound_set_angular_velocity(palCompound*, Vector3)
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#set_angular_velocity(float(3))
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#bool palBody::IsActive ()
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#bool body_compound_is_active(palCompound*)
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#void palBody::SetActive (bool active)
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#void body_compound_is_active(palCompound*, bool)
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#void palCompoundBody::Init (Float x, Float y, Float z)
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#palCompoudBody* body_compound_create(float, float, float)
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#CompoundBody(float(3))
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#palSphereGeometry* AddSphere()
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#palSphereGeometry* body_compound_add_sphere(palCompound*)
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#palBoxGeometry* AddBox()
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#palBoxGeometry* body_compound_add_box(palCompound*)
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#palCapsuleGeometry* AddCapsule()
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#palCapsuleGeometry* body_compound_add_capsule(palCompound*)
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#palConvexGeometry* AddConvex()
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#palConvexGeometry* body_compound_add_convex(palCompound*)
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#void palCompoundBody::Finalize()
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#void body_compound_finalize(palCompound*)
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