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: []
.}
-