public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
 public abstract void Shutdown(BulletWorld sim);
 public abstract bool UpdateParameter(BulletWorld world, UInt32 localID, String parm, float value);
 public virtual void ResetBroadphasePool(BulletWorld sim)
 {
 }
 public abstract void SetCollisionShape(BulletWorld sim, BulletBody obj, BulletShape shape);
 public abstract bool IsInWorld(BulletWorld world, BulletBody obj);
 public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain);
 public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape);
 public abstract bool DestroyConstraint(BulletWorld world, BulletConstraint constrain);
 public abstract BulletConstraint CreatePoint2PointConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
                     Vector3 pivotInA, Vector3 pivotInB,
                     bool disableCollisionsBetweenLinkedBodies);
 public abstract BulletConstraint CreateSliderConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
                     Vector3 frameInAloc, Quaternion frameInArot,
                     Vector3 frameInBloc, Quaternion frameInBrot,
                     bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
 // =====================================================================================
 // Mesh, hull, shape and body creation helper routines
 public abstract BulletShape CreateMeshShape(BulletWorld world,
                 int indicesCount, int[] indices,
                 int verticesCount, float[] vertices);
 public abstract BulletShape CreateHullShape(BulletWorld world,
                 int hullCount, float[] hulls);
 public abstract BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
                     Vector3 pivotinA, Vector3 pivotinB,
                     Vector3 axisInA, Vector3 axisInB,
                     bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
 public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, UInt32 id);
 public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
 public abstract bool GetForceUpdateAllAabbs(BulletWorld world);
 public virtual void DumpActivationInfo(BulletWorld sim)
 {
 }
 public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
                         out int updatedEntityCount, out int collidersCount);
 public virtual void DumpAllInfo(BulletWorld sim)
 {
 }
 public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj);
 public virtual void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape)
 {
 }
 public virtual void ResetConstraintSolver(BulletWorld sim)
 {
 }
 public virtual void DumpConstraint(BulletWorld sim, BulletConstraint constrain)
 {
 }
 public abstract void SetForceUpdateAllAabbs(BulletWorld world, bool force);
 public virtual void DumpPhysicsStatistics(BulletWorld sim)
 {
 }
 public abstract void UpdateAabbs(BulletWorld world);
 // =====================================================================================
 // Debugging
 public virtual void DumpRigidBody(BulletWorld sim, BulletBody collisionObject)
 {
 }
 // =====================================================================================
 // btCollisionWorld entries
 public abstract void UpdateSingleAabb(BulletWorld world, BulletBody obj);
 public abstract BulletConstraint CreateGearConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
                     Vector3 axisInA, Vector3 axisInB,
                     float ratio, bool disableCollisionsBetweenLinkedBodies);