Module physics_body_2d

Procs

proc layers(self: PhysicsBody2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc layers=(self: PhysicsBody2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc collisionLayer(self: PhysicsBody2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc collisionLayer=(self: PhysicsBody2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc collisionMask(self: PhysicsBody2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc collisionMask=(self: PhysicsBody2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc setCollisionMaskBit(self: PhysicsBody2D; bit: int64; value: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getCollisionMaskBit(self: PhysicsBody2D; bit: int64): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc setCollisionLayerBit(self: PhysicsBody2D; bit: int64; value: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getCollisionLayerBit(self: PhysicsBody2D; bit: int64): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc addCollisionExceptionWith(self: PhysicsBody2D; body: Object) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc removeCollisionExceptionWith(self: PhysicsBody2D; body: Object) {.
gcsafe, locks: 0, raises: [], tags: []
.}