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]
.}
-