/** * Rigid body has infinite mass and cannot move. * * @type {string} * @category Physics */ export const BODYTYPE_STATIC: string; /** * Rigid body is simulated according to applied forces. * * @type {string} * @category Physics */ export const BODYTYPE_DYNAMIC: string; /** * Rigid body has infinite mass and does not respond to forces but can still be moved by setting * their velocity or position. * * @type {string} * @category Physics */ export const BODYTYPE_KINEMATIC: string; export const BODYFLAG_STATIC_OBJECT: 1; export const BODYFLAG_KINEMATIC_OBJECT: 2; export const BODYFLAG_NORESPONSE_OBJECT: 4; export const BODYSTATE_ACTIVE_TAG: 1; export const BODYSTATE_ISLAND_SLEEPING: 2; export const BODYSTATE_WANTS_DEACTIVATION: 3; export const BODYSTATE_DISABLE_DEACTIVATION: 4; export const BODYSTATE_DISABLE_SIMULATION: 5; export const BODYGROUP_NONE: 0; export const BODYGROUP_DEFAULT: 1; export const BODYGROUP_DYNAMIC: 1; export const BODYGROUP_STATIC: 2; export const BODYGROUP_KINEMATIC: 4; export const BODYGROUP_ENGINE_1: 8; export const BODYGROUP_TRIGGER: 16; export const BODYGROUP_ENGINE_2: 32; export const BODYGROUP_ENGINE_3: 64; export const BODYGROUP_USER_1: 128; export const BODYGROUP_USER_2: 256; export const BODYGROUP_USER_3: 512; export const BODYGROUP_USER_4: 1024; export const BODYGROUP_USER_5: 2048; export const BODYGROUP_USER_6: 4096; export const BODYGROUP_USER_7: 8192; export const BODYGROUP_USER_8: 16384; export const BODYMASK_NONE: 0; export const BODYMASK_ALL: 65535; export const BODYMASK_STATIC: 2; export const BODYMASK_NOT_STATIC: number; export const BODYMASK_NOT_STATIC_KINEMATIC: number;