Module physics_2d_direct_body_state

Procs

proc step(self: Physics2DDirectBodyState): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc step=(self: Physics2DDirectBodyState; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc inverseMass(self: Physics2DDirectBodyState): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc inverseMass=(self: Physics2DDirectBodyState; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc inverseInertia(self: Physics2DDirectBodyState): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc inverseInertia=(self: Physics2DDirectBodyState; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc totalAngularDamp(self: Physics2DDirectBodyState): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc totalAngularDamp=(self: Physics2DDirectBodyState; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc totalLinearDamp(self: Physics2DDirectBodyState): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc totalLinearDamp=(self: Physics2DDirectBodyState; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc totalGravity(self: Physics2DDirectBodyState): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc totalGravity=(self: Physics2DDirectBodyState; val: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc angularVelocity(self: Physics2DDirectBodyState): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc angularVelocity=(self: Physics2DDirectBodyState; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc linearVelocity(self: Physics2DDirectBodyState): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc linearVelocity=(self: Physics2DDirectBodyState; val: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc sleeping(self: Physics2DDirectBodyState): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc sleeping=(self: Physics2DDirectBodyState; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transform(self: Physics2DDirectBodyState): Transform2D {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transform=(self: Physics2DDirectBodyState; val: Transform2D) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactCount(self: Physics2DDirectBodyState): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactLocalPosition(self: Physics2DDirectBodyState; contactIdx: int64): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactLocalNormal(self: Physics2DDirectBodyState; contactIdx: int64): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactLocalShape(self: Physics2DDirectBodyState; contactIdx: int64): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactCollider(self: Physics2DDirectBodyState; contactIdx: int64): RID {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactColliderPosition(self: Physics2DDirectBodyState; contactIdx: int64): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactColliderId(self: Physics2DDirectBodyState; contactIdx: int64): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactColliderObject(self: Physics2DDirectBodyState; contactIdx: int64): Object {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc getContactColliderShape(self: Physics2DDirectBodyState; contactIdx: int64): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactColliderShapeMetadata(self: Physics2DDirectBodyState;
                                    contactIdx: int64): Variant {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactColliderVelocityAtPosition(self: Physics2DDirectBodyState;
    contactIdx: int64): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc integrateForces(self: Physics2DDirectBodyState) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getSpaceState(self: Physics2DDirectBodyState): Physics2DDirectSpaceState {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}