GM_export GM_Real GMBULLET_AddRigidBody(GM_Real mass,GM_Real type,GM_Real shapeID,GM_Real x,GM_Real y,GM_Real z,GM_Real r1,GM_Real r2,GM_Real r3);
GM_export GM_Real GMBULLET_AddRigidBodiesFromList(GM_Real mass,GM_Real type,GM_Real shapeListID,GM_Real bodyListID,GM_Real gmID,GM_Real x,GM_Real y,GM_Real z,GM_Real r1,GM_Real r2,GM_Real r3);
GM_export GM_Real GMBULLET_DeleteRigidBody(GM_Real ID);
GM_export GM_Real GMBULLET_DeleteRigidBodiesFromStack(GM_Real stackID);
GM_export GM_Real GMBULLET_DeleteRigidBodiesFromList(GM_Real listID);
GM_export GM_Real GMBULLET_SetFriction(GM_Real ID,GM_Real friction);
GM_export GM_Real GMBULLET_SetAllFriction(GM_Real friction);
GM_export GM_Real GMBULLET_DisableDeactivation(GM_Real ID,GM_Real deactivate);
GM_export GM_Real GMBULLET_ActivateBody(GM_Real ID,GM_Real forceActivation);
GM_export GM_Real GMBULLET_SetCollisionGroupMask(GM_Real ID,GM_Real cGroup,GM_Real cMask);
GM_export GM_Real GMBULLET_AssociateBodyWithInstance(GM_Real ID,GM_Real Instance);
GM_export GM_Real GMBULLET_SetMass(GM_Real ID,GM_Real mass);
GM_export GM_Real GMBULLET_SetDeactivationThresholds(GM_Real ID,GM_Real lin,GM_Real ang);
GM_export GM_Real GMBULLET_SetDeactivationTime(GM_Real ID,GM_Real time);
GM_export GM_Real GMBULLET_SetHitFraction(GM_Real ID,GM_Real HitFraction);
GM_export GM_Real GMBULLET_SetDamping(GM_Real ID,GM_Real linDamping,GM_Real angDamping);
GM_export GM_Real GMBULLET_SetRestitution(GM_Real ID,GM_Real rest);
GM_export GM_Real GMBULLET_SetPosition(GM_Real ID,GM_Real x, GM_Real y, GM_Real z);
GM_export GM_Real GMBULLET_SetPositionX(GM_Real ID,GM_Real x);
GM_export GM_Real GMBULLET_SetPositionY(GM_Real ID,GM_Real y);
GM_export GM_Real GMBULLET_SetPositionZ(GM_Real ID,GM_Real z);
GM_export GM_Real GMBULLET_SetRelativePosition(GM_Real ID,GM_Real x, GM_Real y, GM_Real z);
GM_export GM_Real GMBULLET_ClearRotation(GM_Real ID);
GM_export GM_Real GMBULLET_AddArbitraryRotation(GM_Real ID,GM_Real x,GM_Real y,GM_Real z,GM_Real angle);
GM_export GM_Real GMBULLET_AddRotationWithFlags(GM_Real ID,GM_Real r1,GM_Real r2,GM_Real r3);
GM_export GM_Real GMBULLET_AddRotationQuaternion(GM_Real ID,GM_Real x,GM_Real y,GM_Real z,GM_Real w);
GM_export GM_Real GMBULLET_AddRotationSLERP(GM_Real ID,GM_Real x2,GM_Real y2,GM_Real z2,GM_Real w2,GM_Real amount);
GM_export GM_Real GMBULLET_AddRotationSLERPEuler(GM_Real ID,GM_Real rx2,GM_Real ry2,GM_Real rz2,GM_Real amount);
GM_export GM_Real GMBULLET_SetArbitraryRotation(GM_Real ID,GM_Real x,GM_Real y,GM_Real z,GM_Real angle);
GM_export GM_Real GMBULLET_SetRotationWithFlags(GM_Real ID,GM_Real r1,GM_Real r2,GM_Real r3);
GM_export GM_Real GMBULLET_SetRotationQuaternion(GM_Real ID,GM_Real x,GM_Real y,GM_Real z,GM_Real w);
GM_export GM_Real GMBULLET_SetRotationSLERP(GM_Real ID,GM_Real x1,GM_Real y1,GM_Real z1,GM_Real w1,GM_Real x2,GM_Real y2,GM_Real z2,GM_Real w2,GM_Real amount);
GM_export GM_Real GMBULLET_SetRotationSLERPEuler(GM_Real ID,GM_Real rx1,GM_Real ry1,GM_Real rz1,GM_Real rx2,GM_Real ry2,GM_Real rz2,GM_Real amount);
GM_export GM_Real GMBULLET_SetBodyPosFromStack(GM_Real stackID,GM_Real relative);
GM_export GM_Real GMBULLET_SetBodyRotWFFromStack(GM_Real stackID,GM_Real relative);
GM_export GM_Real GMBULLET_SetBodyPosRotWFFromStack(GM_Real stackID,GM_Real relative);
GM_export GM_Real GMBULLET_SetBodyPosFromList(GM_Real listID,GM_Real relative);
GM_export GM_Real GMBULLET_SetBodyRotWFFromList(GM_Real listID,GM_Real relative);
GM_export GM_Real GMBULLET_SetBodyPosRotWFFromList(GM_Real listID,GM_Real relative);
GM_export GM_Real GMBULLET_SetAngularFactor(GM_Real ID,GM_Real angFact);
GM_export GM_Real GMBULLET_SetAngularVelocityX(GM_Real ID,GM_Real x);
GM_export GM_Real GMBULLET_SetAngularVelocityY(GM_Real ID,GM_Real y);
GM_export GM_Real GMBULLET_SetAngularVelocityZ(GM_Real ID,GM_Real z);
GM_export GM_Real GMBULLET_SetAngularVelocity(GM_Real ID,GM_Real x,GM_Real y,GM_Real z);
GM_export GM_Real GMBULLET_AddAngularVelocity(GM_Real ID,GM_Real x,GM_Real y,GM_Real z);
GM_export GM_Real GMBULLET_ApplyTorqueImpulse(GM_Real ID,GM_Real x,GM_Real y,GM_Real z);
GM_export GM_Real GMBULLET_SetLinearVelocityX(GM_Real ID,GM_Real x);
GM_export GM_Real GMBULLET_SetLinearVelocityY(GM_Real ID,GM_Real y);
GM_export GM_Real GMBULLET_SetLinearVelocityZ(GM_Real ID,GM_Real z);
GM_export GM_Real GMBULLET_SetLinearVelocity(GM_Real ID,GM_Real x,GM_Real y,GM_Real z);
GM_export GM_Real GMBULLET_AddLinearVelocity(GM_Real ID,GM_Real x,GM_Real y,GM_Real z);
GM_export GM_Real GMBULLET_ApplyCentralImpulse(GM_Real ID,GM_Real x,GM_Real y,GM_Real z);
GM_export GM_Real GMBULLET_ApplyImpulse(GM_Real ID,GM_Real impulse_x,GM_Real impulse_y,GM_Real impulse_z,GM_Real posx,GM_Real posy,GM_Real posz,GM_Real relative);
GM_export GM_Real GMBULLET_ApplyImpulseFromSpeedAndMass(GM_Real ID,GM_Real velocity_x,GM_Real velocity_y,GM_Real velocity_z,GM_Real mass,GM_Real posx,GM_Real posy,GM_Real posz,GM_Real relative);
GM_export GM_Real GMBULLET_AddVelocityAtPoint(GM_Real ID,GM_Real velocity_x,GM_Real velocity_y,GM_Real velocity_z,GM_Real posx,GM_Real posy,GM_Real posz,GM_Real relative);
GM_export GM_Real GMBULLET_SetGravityX(GM_Real ID,GM_Real x);
GM_export GM_Real GMBULLET_SetGravityY(GM_Real ID,GM_Real y);
GM_export GM_Real GMBULLET_SetGravityZ(GM_Real ID,GM_Real z);
GM_export GM_Real GMBULLET_SetGravity(GM_Real ID,GM_Real x,GM_Real y,GM_Real z);
GM_export GM_Real GMBULLET_AddGravity(GM_Real ID,GM_Real x,GM_Real y,GM_Real z);
GM_export GM_Real GMBULLET_SetBodyLinVelFromStack(GM_Real stackID,GM_Real relative);
GM_export GM_Real GMBULLET_SetBodyAngVelFromStack(GM_Real stackID,GM_Real relative);
GM_export GM_Real GMBULLET_SetBodyLinAngVelFromStack(GM_Real stackID,GM_Real relative);
GM_export GM_Real GMBULLET_SetBodyGravityFromStack(GM_Real stackID,GM_Real relative);
GM_export GM_Real GMBULLET_SetBodyLinVelFromList(GM_Real listID,GM_Real relative);
GM_export GM_Real GMBULLET_SetBodyAngVelFromList(GM_Real listID,GM_Real relative);
GM_export GM_Real GMBULLET_SetBodyLinAngVelFromList(GM_Real listID,GM_Real relative);
GM_export GM_Real GMBULLET_SetBodyGravityFromList(GM_Real listID,GM_Real relative);
GM_export GM_Real GMBULLET_GetFriction(GM_Real ID);
GM_export GM_Real GMBULLET_IsStatic(GM_Real ID);
GM_export GM_Real GMBULLET_IsKinematic(GM_Real ID);
GM_export GM_Real GMBULLET_IsStaticOrKinematic(GM_Real ID);
GM_export GM_Real GMBULLET_IsActive(GM_Real ID);
GM_export GM_Real GMBULLET_HasCollided(GM_Real ID);
GM_export GM_Real GMBULLET_GetDeactivationTime(GM_Real ID);
GM_export GM_Real GMBULLET_GetAssociatedInstance(GM_Real ID);
GM_export GM_Real GMBULLET_GetAngularFactor(GM_Real ID);
GM_export GM_Real GMBULLET_GetGravityX(GM_Real ID);
GM_export GM_Real GMBULLET_GetGravityY(GM_Real ID);
GM_export GM_Real GMBULLET_GetGravityZ(GM_Real ID);
GM_export GM_Real GMBULLET_GetPositionX(GM_Real ID);
GM_export GM_Real GMBULLET_GetPositionY(GM_Real ID);
GM_export GM_Real GMBULLET_GetPositionZ(GM_Real ID);
GM_export GM_Real GMBULLET_GetRotationAngleAxisX(GM_Real ID);
GM_export GM_Real GMBULLET_GetRotationAngleAxisY(GM_Real ID);
GM_export GM_Real GMBULLET_GetRotationAngleAxisZ(GM_Real ID);
GM_export GM_Real GMBULLET_GetRotationAngleAxisTheta(GM_Real ID);
GM_export GM_Real GMBULLET_GetRotationEulerX(GM_Real ID);
GM_export GM_Real GMBULLET_GetRotationEulerY(GM_Real ID);
GM_export GM_Real GMBULLET_GetRotationEulerZ(GM_Real ID);
GM_export GM_Real GMBULLET_GetRotationQuaternionX(GM_Real ID);
GM_export GM_Real GMBULLET_GetRotationQuaternionY(GM_Real ID);
GM_export GM_Real GMBULLET_GetRotationQuaternionZ(GM_Real ID);
GM_export GM_Real GMBULLET_GetRotationQuaternionW(GM_Real ID);
GM_export GM_Real GMBULLET_GetAngularVelocityX(GM_Real ID);
GM_export GM_Real GMBULLET_GetAngularVelocityY(GM_Real ID);
GM_export GM_Real GMBULLET_GetAngularVelocityZ(GM_Real ID);
GM_export GM_Real GMBULLET_GetLinearVelocityX(GM_Real ID);
GM_export GM_Real GMBULLET_GetLinearVelocityY(GM_Real ID);
GM_export GM_Real GMBULLET_GetLinearVelocityZ(GM_Real ID);
GM_export GM_Real GMBULLET_GetCollisionMask(GM_Real ID);
GM_export GM_Real GMBULLET_GetCollisionGroup(GM_Real ID);
GM_export GM_Real GMBULLET_GetMass(GM_Real ID);
GM_export GM_Real GMBULLET_GetHitFraction(GM_Real ID);
GM_export GM_Real GMBULLET_GetRestitution(GM_Real ID);
GM_export GM_Real GMBULLET_DeactivationTime(GM_Real ID);
GM_export GM_Real GMBULLET_GetDistanceToPoint(GM_Real ID,GM_Real x,GM_Real y,GM_Real z);
GM_export GM_Real GMBULLET_GetDistanceToBody(GM_Real ID1,GM_Real ID2);
GM_export GM_Real GMBULLET_GetBodyPositionsToStack(GM_Real stackBodyIDs,GM_Real stackReturnVals);
GM_export GM_Real GMBULLET_GetBodyRotationsToStack(GM_Real stackBodyIDs,GM_Real stackReturnVals);
GM_export GM_Real GMBULLET_GetBodyTransformsToStack(GM_Real stackBodyIDs,GM_Real stackReturnVals);
GM_export GM_Real GMBULLET_GetBodyLinVelocitiesToStack(GM_Real stackBodyIDs,GM_Real stackReturnVals);
GM_export GM_Real GMBULLET_GetBodyAngVelocitiesToStack(GM_Real stackBodyIDs,GM_Real stackReturnVals);
GM_export GM_Real GMBULLET_GetBodyVelocitiesToStack(GM_Real stackBodyIDs,GM_Real stackReturnVals);
GM_export GM_Real GMBULLET_GetBodyPositionsToList(GM_Real listID);
GM_export GM_Real GMBULLET_GetBodyRotationsToList(GM_Real listID);
GM_export GM_Real GMBULLET_GetBodyTransformsToList(GM_Real listID);
GM_export GM_Real GMBULLET_GetBodyLinVelocitiesToList(GM_Real listID);
GM_export GM_Real GMBULLET_GetBodyAngVelocitiesToList(GM_Real listID);
GM_export GM_Real GMBULLET_GetBodyVelocitiesToList(GM_Real listID);
GM_export GM_Real GMBULLET_Prepare2BodyConstraint(GM_Real ID,GM_Real x,GM_Real y,GM_Real z,GM_Real r1,GM_Real r2,GM_Real r3);
GM_export GM_Real GMBULLET_Create1BodyBallConstraint(GM_Real ID1,GM_Real x1,GM_Real y1,GM_Real z1);
GM_export GM_Real GMBULLET_Create2BodyBallConstraint(GM_Real ID1,GM_Real ID2,GM_Real x1,GM_Real y1,GM_Real z1,GM_Real x2,GM_Real y2,GM_Real z2,GM_Real disable);
GM_export GM_Real GMBULLET_SetBallConstraintPivot(GM_Real ID,GM_Real inA,GM_Real x, GM_Real y, GM_Real z);
GM_export GM_Real GMBULLET_Create1BodyHingeConstraint(GM_Real ID1,GM_Real x1,GM_Real y1,GM_Real z1,GM_Real r1,GM_Real r2,GM_Real r3);
GM_export GM_Real GMBULLET_Create2BodyHingeConstraint(GM_Real ID1,GM_Real x1,GM_Real y1,GM_Real z1,GM_Real r1,GM_Real r2,GM_Real r3,GM_Real disable);
GM_export GM_Real GMBULLET_EnableHingeAngularMotor(GM_Real ID,GM_Real enable, GM_Real velocity, GM_Real impulse);
GM_export GM_Real GMBULLET_SetHingeLimit(GM_Real ID,GM_Real low,GM_Real high,GM_Real softness,GM_Real bias,GM_Real relaxation);
GM_export GM_Real GMBULLET_Create1BodyConeConstraint(GM_Real ID1,GM_Real x1,GM_Real y1,GM_Real z1,GM_Real r1,GM_Real r2,GM_Real r3);
GM_export GM_Real GMBULLET_Create2BodyConeConstraint(GM_Real ID1,GM_Real x1,GM_Real y1,GM_Real z1,GM_Real r1,GM_Real r2,GM_Real r3,GM_Real disable);
GM_export GM_Real GMBULLET_SetConeLimit(GM_Real ID,GM_Real swingSpan1,GM_Real swingSpan2,GM_Real twistSpan,GM_Real softness,GM_Real bias,GM_Real relaxation);
GM_export GM_Real GMBULLET_SetHingeConeAngularOnly(GM_Real ID,GM_Real angularOnly);
GM_export GM_Real GMBULLET_Create2Body6DOFConstraint(GM_Real ID1,GM_Real x1,GM_Real y1,GM_Real z1,GM_Real r1,GM_Real r2,GM_Real r3,GM_Real useLinearReferenceFrameA,GM_Real disable);
GM_export GM_Real GMBULLET_Set6DOFLimit(GM_Real ID,GM_Real axis,GM_Real lo,GM_Real hi);
GM_export GM_Real GMBULLET_DeleteConstraint(GM_Real ID);
GM_export GM_Real GMBULLET_Create2DConstraint(GM_Real ID1,GM_Real zLowerLim,GM_Real zUpperLim);
GM_export GM_Real GMBULLET_Create2BodySliderConstraint(GM_Real ID1,GM_Real x1,GM_Real y1,GM_Real z1,GM_Real r1,GM_Real r2,GM_Real r3,GM_Real useLinearReferenceFrameA,GM_Real disable);
GM_export GM_Real GMBULLET_SetSliderLimits(GM_Real ID,GM_Real linLow,GM_Real angLow,GM_Real linHi,GM_Real angHi);
GM_export GM_Real GMBULLET_SetSliderMotor(GM_Real ID,GM_Real linOn,GM_Real angOn,GM_Real linSpeed,GM_Real angSpeed,GM_Real linForce,GM_Real angForce);
GM_export GM_Real GMBULLET_SetSliderRestitution(GM_Real ID,GM_Real dirLin,GM_Real dirAng,GM_Real limLin,GM_Real limAng,GM_Real orthoLin,GM_Real orthoAng);
GM_export GM_Real GMBULLET_SetSliderSoftness(GM_Real ID,GM_Real dirLin,GM_Real dirAng,GM_Real limLin,GM_Real limAng,GM_Real orthoLin,GM_Real orthoAng);
GM_export GM_Real GMBULLET_SetSliderDamping(GM_Real ID,GM_Real dirLin,GM_Real dirAng,GM_Real limLin,GM_Real limAng,GM_Real orthoLin,GM_Real orthoAng);
GM_export GM_Real GMBULLET_SetCurrentTuning(GM_Real frictionSlip,GM_Real maxSuspensionTravel,GM_Real suspensionCompression,GM_Real suspensionDamping,GM_Real suspensionStiffness);
GM_export GM_Real GMBULLET_CreateVehicle(GM_Real ID1,GM_Real rightAxis,GM_Real upAxis,GM_Real forwardAxis);
GM_export GM_Real GMBULLET_SetUpWheel(GM_Real dirx,GM_Real diry,GM_Real dirz,GM_Real axelx,GM_Real axely,GM_Real axelz);
GM_export GM_Real GMBULLET_AddWheel(GM_Real ID,GM_Real attachx,GM_Real attachy,GM_Real attachz,GM_Real suspensionRestLength,GM_Real radius,GM_Real isfront);
GM_export GM_Real GMBULLET_ApplyEngineForce(GM_Real ID,GM_Real wheelindex,GM_Real force);
GM_export GM_Real GMBULLET_SetBrake(GM_Real ID,GM_Real wheelindex,GM_Real brake);
GM_export GM_Real GMBULLET_SetSteering(GM_Real ID,GM_Real wheelindex,GM_Real steering);
GM_export GM_Real GMBULLET_ChangeWheelProperties(GM_Real ID,GM_Real wheelindex,GM_Real attachx,GM_Real attachy,GM_Real attachz,GM_Real suspensionRestLength,GM_Real radius,GM_Real isfront);
GM_export GM_Real GMBULLET_GetCurrentSpeed(GM_Real ID);
GM_export GM_Real GMBULLET_CreateBulletWorld(GM_Real minx,GM_Real miny,GM_Real minz,GM_Real maxx,GM_Real maxy,GM_Real maxz,GM_Real broadphaseType);
GM_export GM_Real GMBULLET_DestroyBulletWorld();
GM_export GM_Real GMBULLET_StepSimulationTime(GM_Real timestep,GM_Real maxsteps,GM_Real fixedTimestep);
GM_export GM_Real GMBULLET_SetWorldGravity(GM_Real x,GM_Real y,GM_Real z);
GM_export GM_Real GMBULLET_SetWorldScale(GM_Real scale);
GM_export GM_Real GMBULLET_SetAngleProperties(GM_Real isDegrees,GM_Real isLeftHanded);
GM_export GM_Real GMBULLET_SetRotationFlags(GM_Real axis1,GM_Real axis2,GM_Real axis3);
GM_export GM_Real GMBULLET_RayTestClosestHit(GM_Real xfrom,GM_Real yfrom,GM_Real zfrom,GM_Real xto,GM_Real yto,GM_Real zto,GM_Real cMask,GM_Real cGroup,GM_Real retInfo,GM_Real ignore_ID);
GM_export GM_Real GMBULLET_RayTestAllHit(GM_Real xfrom,GM_Real yfrom,GM_Real zfrom,GM_Real xto,GM_Real yto,GM_Real zto,GM_Real cMask,GM_Real cGroup,GM_Real ignore_ID);
GM_export GM_Real GMBULLET_RayTestSingle(GM_Real ID,GM_Real ShapeID,GM_Real xfrom,GM_Real yfrom,GM_Real zfrom,GM_Real xto,GM_Real yto,GM_Real zto);
GM_export GM_Real GMBULLET_ConvexSweepOrientation(GM_Real rx1,GM_Real ry1,GM_Real rz1,GM_Real rx2,GM_Real ry2,GM_Real rz2);
GM_export GM_Real GMBULLET_ConvexSweepClosestHit(GM_Real ShapeID,GM_Real xfrom,GM_Real yfrom,GM_Real zfrom,GM_Real xto,GM_Real yto,GM_Real zto,GM_Real cMask,GM_Real cGroup,GM_Real retInfo,GM_Real ignore_ID);
GM_export GM_Real GMBULLET_ConvexSweepAllHit(GM_Real ShapeID,GM_Real xfrom,GM_Real yfrom,GM_Real zfrom,GM_Real xto,GM_Real yto,GM_Real zto,GM_Real cMask,GM_Real cGroup,GM_Real ignore_ID);
GM_export GM_Real GMBULLET_ConvexSweepSingle(GM_Real ShapeID,GM_Real BodyID,GM_Real ShapeID2,GM_Real xfrom,GM_Real yfrom,GM_Real zfrom,GM_Real xto,GM_Real yto,GM_Real zto);
GM_export GM_Real GMBULLET_GetRayConvexTestHitPointX(GM_Real num);
GM_export GM_Real GMBULLET_GetRayConvexTestHitPointY(GM_Real num);
GM_export GM_Real GMBULLET_GetRayConvexTestHitPointZ(GM_Real num);
GM_export GM_Real GMBULLET_GetRayConvexTestHitNormalX(GM_Real num);
GM_export GM_Real GMBULLET_GetRayConvexTestHitNormalY(GM_Real num);
GM_export GM_Real GMBULLET_GetRayConvexTestHitNormalZ(GM_Real num);
GM_export GM_Real GMBULLET_GetRayConvexTestHitFraction(GM_Real num);
GM_export GM_Real GMBULLET_GetRayConvexTestObjectID(GM_Real num);
GM_export GM_Real GMBULLET_GetRayConvexTestGMID(GM_Real num);
GM_export GM_Real GMBULLET_ClearRayConvexTestResults();
GM_export GM_Real GMBULLET_PerformTestUsingDSStack(GM_Real inputQueueID,GM_Real resultsStackID);
GM_export GM_Real GMBULLET_PerformTestUsingDSList(GM_Real inputQueueID,GM_Real resultsListID);
GM_export GM_Real GMBULLET_GenerateActiveList(GM_Real excludeWantsDeactivation);
GM_export GM_Real GMBULLET_GenerateCollidedList();
GM_export GM_Real GMBULLET_GenerateCollideWithBodyList(GM_Real ID,GM_Real type);
GM_export GM_Real GMBULLET_ClearList();
GM_export GM_Real GMBULLET_GetListBodyID(GM_Real num,GM_Real idtype);
GM_export GM_Real GMBULLET_GetListBodyIDsToStack(GM_Real stackID,GM_Real idtype);
GM_export GM_Real GMBULLET_GetListBodyIDsToList(GM_Real listID,GM_Real idtype);
GM_export GM_Real GMBULLET_GetNumNewCollisionPair();
GM_export GM_Real GMBULLET_GetNumOldCollisionPair();
GM_export GM_Real GMBULLET_GetNumCollisionPair();
GM_export GM_Real GMBULLET_GetNewCollisionPairBodyID(GM_Real num,GM_Real bodyB,GM_Real idtype);
GM_export GM_Real GMBULLET_GetOldCollisionPairBodyID(GM_Real num,GM_Real bodyB,GM_Real idtype);
GM_export GM_Real GMBULLET_GetCollisionPairBodyID(GM_Real num,GM_Real bodyB,GM_Real idtype);
GM_export GM_Real GMBULLET_GetOldCollisionPairToStack(GM_Real stackID,GM_Real idtype);
GM_export GM_Real GMBULLET_GetOldCollisionPairToList(GM_Real listID,GM_Real idtype);
GM_export GM_Real GMBULLET_GetNewCollisionPairToStack(GM_Real stackID,GM_Real idtype);
GM_export GM_Real GMBULLET_GetNewCollisionPairToList(GM_Real listID,GM_Real idtype);
GM_export GM_Real GMBULLET_GetCollisionPairToStack(GM_Real stackID,GM_Real idtype);
GM_export GM_Real GMBULLET_GetCollisionPairToList(GM_Real listID,GM_Real idtype);
GM_export GM_Real GMBULLET_GetCollisionPairNumContactPoints(GM_Real num);
GM_export GM_Real GMBULLET_GetCollisionPairContactPointX(GM_Real num,GM_Real point,GM_Real PointOnB);
GM_export GM_Real GMBULLET_GetCollisionPairContactPointY(GM_Real num,GM_Real point,GM_Real PointOnB);
GM_export GM_Real GMBULLET_GetCollisionPairContactPointZ(GM_Real num,GM_Real point,GM_Real PointOnB);
GM_export GM_Real GMBULLET_GetCollisionPairContactPointAverageX(GM_Real num);
GM_export GM_Real GMBULLET_GetCollisionPairContactPointAverageY(GM_Real num);
GM_export GM_Real GMBULLET_GetCollisionPairContactPointAverageZ(GM_Real num);
GM_export GM_Real GMBULLET_GetCollisionPairContactPointAverageToStack(GM_Real stackID,GM_Real idtype);
GM_export GM_Real GMBULLET_GetCollisionPairContactPointsToStack(GM_Real stackID,GM_Real idtype);
GM_export GM_Real GMBULLET_GetCollisionPairContactPointAverageToList(GM_Real listID,GM_Real idtype);
GM_export GM_Real GMBULLET_GetCollisionPairContactPointsToList(GM_Real listID,GM_Real idtype);
GM_export GM_Real GMBULLET_CreateBoxShape(GM_Real x,GM_Real y,GM_Real z);
GM_export GM_Real GMBULLET_CreateCylinderShape(GM_Real x,GM_Real y,GM_Real z,GM_Real dir);
GM_export GM_Real GMBULLET_CreateConeShape(GM_Real rad,GM_Real height,GM_Real dir);
GM_export GM_Real GMBULLET_CreateSphereShape(GM_Real rad);
GM_export GM_Real GMBULLET_CreateCompoundShape();
GM_export GM_Real GMBULLET_AddChildToCompoundShape(GM_Real IDparent,GM_Real IDchild,GM_Real x,GM_Real y,GM_Real z,GM_Real r1,GM_Real r2,GM_Real r3);
GM_export GM_Real GMBULLET_GetNumCompoundChildShapes(GM_Real ID);
GM_export GM_Real GMBULLET_GetCompoundChildShape(GM_Real ID,GM_Real index);
GM_export GM_Real GMBULLET_RemoveCompoundChildShape(GM_Real ID,GM_Real index);
GM_export GM_Real GMBULLET_StartTriMeshShape();
GM_export GM_Real GMBULLET_AddTriangle(GM_Real x1,GM_Real y1,GM_Real z1,GM_Real x2,GM_Real y2,GM_Real z2,GM_Real x3,GM_Real y3,GM_Real z3);
GM_export GM_Real GMBULLET_FinishTriMeshShape(GM_Real convextype);
GM_export GM_Real GMBULLET_CreateTriMeshShapeFromQueue(GM_Real queueID,GM_Real convextype,GM_Real makeIndexed);
GM_export GM_Real GMBULLET_CreateIndexedTriMeshShapeFromQueue(GM_Real vertQueue,GM_Real indexQueue,GM_Real convextype);
GM_export GM_Real GMBULLET_CreateTriMeshShapeFrom3DSFile(GM_String filename,GM_Real convextype);
GM_export GM_Real GMBULLET_CreateTriMeshShapeFrom3DSFileList(GM_Real listID,GM_Real convextype);
GM_export GM_Real GMBULLET_CreateTriMeshShapeFromModelEx(GM_Real model,GM_Real convextype,GM_Real makeIndexed);
GM_export GM_Real GMBULLET_CreateShapesFromBSP(GM_String filename,GM_Real scaling,GM_Real listID);
GM_export GM_Real GMBULLET_DeleteShape(GM_Real ID);
GM_export GM_Real GMBULLET_DeleteShapesFromStack(GM_Real stackID);
GM_export GM_Real GMBULLET_DeleteShapesFromList(GM_Real listID);
GM_export GM_Real GMBULLET_DeleteAllShapes();
GM_export GM_Real GMBULLET_SetShapeScaling(GM_Real ID,GM_Real x,GM_Real y, GM_Real z);
GM_export GM_Real GMBULLET_CreateUniformScalingShape(GM_Real ID,GM_Real scaling);
GM_export GM_Real GMBULLET_AddToMultiSphere(GM_Real x,GM_Real y,GM_Real z,GM_Real radius);
GM_export GM_Real GMBULLET_FinishMultiSphereShape(GM_Real x,GM_Real y,GM_Real z);
GM_export GM_Real GMBULLET_GetGMD3DDevice(GM_Real gm_version);
GM_export GM_Real GMBULLET_SetD3DTransformMatrix(GM_Real ID);
GM_export GM_Real GMBULLET_SetupDebugDrawer();
GM_export GM_Real GMBULLET_DebugDrawWorld();
GM_export GM_Real GMBULLET_ImTopmost();