How to use 3D physics in cocos2d-x ? [Help]

Hello I’m working in a simple game where I need to use cocos 2d-x with 3D physics, but I have no idea of how to use this.
I saw the example in the Cpp-Tests but they’re no very clearly of how you need to set up this feature, also it’s not easy to understand how is the scene created.

Ok this is what I have.

bool Meteor3D::init()
{
if(!Sprite3D::create())
{
  return false;
}
_model = Sprite3D::create(_filePath,_fileTexture);
this->addChild(_model);
_model->setScale(15.f);
//Run some schedule but where are the collisions ?
//create a collider using colliderDes
Physics3DColliderDes colliderDes;
colliderDes.shape = Physics3DShape::createSphere(10.0f);
colliderDes.isTrigger = true;
auto collider = Physics3DCollider::create(&colliderDes);
auto component = Physics3DComponent::create(collider);
auto node = Node::create();
addChild(node);
node->addComponent(component);

collider->onTriggerEnter = [=](Physics3DObject *otherObject){
  //some body entering
 //But never works
};
collider->onTriggerExit = [=](Physics3DObject *otherObject){
  //some one leaving
 //But never works
};

this->scheduleUpdate();

return true;
}

If I have two objects in the same scene and layer they should collide right ?
I will keep looking for this of course I when I have something working I will share an example.
BTW I’m using c3b files not obj file extension.

Kind sir, has anybody clearly lend you an insight on how to use 3D physics as how it was with cpp-test demo? I also needed the info :frowning: t.i.a.