# Functions
NewBody creates and returns a pointer to a new RigidBody.
# Constants
Dispatched after two bodies collide.
A dynamic body is fully simulated.
A kinematic body moves under simulation according to its velocity.
use mesh itself.
Dispatched after a body has fallen asleep.
Dispatched after a body has gone in to the sleepy state.
A static body does not move during simulation and behaves as if it has infinite mass.
Dispatched after a sleeping body has woken up.
# Type aliases
BodyStatus specifies.
BodyType specifies how the body is affected during the simulation.
TODO.