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| List of functions i'm working on:
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| {{Client_physics_functions}}
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| Future ideas for physics:
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| # gear constraint
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| # wheels
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| # detailed raycast
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| # copying shape
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| # respawn point for rigid body, if will not activated for some time, got moved to respawn point
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| # attaching rigid body to mta object
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| # multimaterial triangle mesh
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| # options to build gta collision function:
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| ## - what models should be created as rigid body, do they should have set respawn point?
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| ## - reuse shapes, create new for duplicated models
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| ## - don't create compound shape if not needed
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| # soft bodies
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| # drawing debug only for specified rigid body/static collision/shape
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| # debug mode to render only rigids, only static collision or both
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| # fast 3d line
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| # profiling
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| # quering physics element
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| # world size option to automatic get rid of rigid bodies which fall off world
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| # creating static or rigids collisions from objects created by createObject
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| # add rest of properties for everything
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| # improve current functions
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| ## triangle mesh should accept `verteX, vertex, vertex, verteX, vertex, vertex` or {verteX, vertex, vertex, verteX, vertex, vertex,} or {{verteX, vertex, vertex}, {verteX, vertex, vertex}}
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| # multithreading physics simulation
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| # add missing shapes: btBox2dShape, btConvex2dShape, btEmptyShape, btGImpactCompoundShape, btGImpactMeshShape, btMinkowskiSumShape, CbtMultiSphereShape, CbtMultimaterialTriangleMeshShape, btPlaneShape, CbtScaledBvhTriangleMeshShape,
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| ##
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