proc jointType(self: PhysicalBone): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc jointType=(self: PhysicalBone; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc jointOffset(self: PhysicalBone): Transform {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc jointOffset=(self: PhysicalBone; val: Transform) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc bodyOffset(self: PhysicalBone): Transform {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc bodyOffset=(self: PhysicalBone; val: Transform) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc mass(self: PhysicalBone): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc mass=(self: PhysicalBone; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc weight(self: PhysicalBone): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc weight=(self: PhysicalBone; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc friction(self: PhysicalBone): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc friction=(self: PhysicalBone; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc bounce(self: PhysicalBone): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc bounce=(self: PhysicalBone; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravityScale(self: PhysicalBone): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravityScale=(self: PhysicalBone; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc isStaticBody(self: PhysicalBone): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc getSimulatePhysics(self: PhysicalBone): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc isSimulatingPhysics(self: PhysicalBone): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-