void InitPhysics(void); void RunPhysicsStep(void); void SetPhysicsTimeStep(double delta); bool IsPhysicsEnabled(void); void SetPhysicsGravity(float x, float y); PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); void PhysicsAddForce(PhysicsBody body, Vector2 force); void PhysicsAddTorque(PhysicsBody body, float amount); void PhysicsShatter(PhysicsBody body, Vector2 position, float force); int GetPhysicsBodiesCount(void); PhysicsBody GetPhysicsBody(int index); int GetPhysicsShapeType(int index); int GetPhysicsShapeVerticesCount(int index); Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); void SetPhysicsBodyRotation(PhysicsBody body, float radians); void DestroyPhysicsBody(PhysicsBody body); void ResetPhysics(void); void ClosePhysics(void);