Module physics_direct_body_state

Procs

proc step(self: PhysicsDirectBodyState): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc step=(self: PhysicsDirectBodyState; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc inverseMass(self: PhysicsDirectBodyState): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc inverseMass=(self: PhysicsDirectBodyState; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc totalAngularDamp(self: PhysicsDirectBodyState): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc totalAngularDamp=(self: PhysicsDirectBodyState; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc totalLinearDamp(self: PhysicsDirectBodyState): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc totalLinearDamp=(self: PhysicsDirectBodyState; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc inverseInertia(self: PhysicsDirectBodyState): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc inverseInertia=(self: PhysicsDirectBodyState; val: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc totalGravity(self: PhysicsDirectBodyState): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc totalGravity=(self: PhysicsDirectBodyState; val: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc centerOfMass(self: PhysicsDirectBodyState): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc centerOfMass=(self: PhysicsDirectBodyState; val: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc principalInertiaAxes(self: PhysicsDirectBodyState): Basis {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc principalInertiaAxes=(self: PhysicsDirectBodyState; val: Basis) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc angularVelocity(self: PhysicsDirectBodyState): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc angularVelocity=(self: PhysicsDirectBodyState; val: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc linearVelocity(self: PhysicsDirectBodyState): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc linearVelocity=(self: PhysicsDirectBodyState; val: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc sleeping(self: PhysicsDirectBodyState): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc sleeping=(self: PhysicsDirectBodyState; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transform(self: PhysicsDirectBodyState): Transform {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transform=(self: PhysicsDirectBodyState; val: Transform) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc addCentralForce(self: PhysicsDirectBodyState; force: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc addForce(self: PhysicsDirectBodyState; force: Vector3; position: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc addTorque(self: PhysicsDirectBodyState; torque: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc applyImpulse(self: PhysicsDirectBodyState; position: Vector3; j: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc applyTorqueImpulse(self: PhysicsDirectBodyState; j: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactCount(self: PhysicsDirectBodyState): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactLocalPosition(self: PhysicsDirectBodyState; contactIdx: int64): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactLocalNormal(self: PhysicsDirectBodyState; contactIdx: int64): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactLocalShape(self: PhysicsDirectBodyState; contactIdx: int64): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactCollider(self: PhysicsDirectBodyState; contactIdx: int64): RID {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactColliderPosition(self: PhysicsDirectBodyState; contactIdx: int64): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactColliderId(self: PhysicsDirectBodyState; contactIdx: int64): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactColliderObject(self: PhysicsDirectBodyState; contactIdx: int64): Object {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc getContactColliderShape(self: PhysicsDirectBodyState; contactIdx: int64): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getContactColliderVelocityAtPosition(self: PhysicsDirectBodyState;
    contactIdx: int64): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc integrateForces(self: PhysicsDirectBodyState) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getSpaceState(self: PhysicsDirectBodyState): PhysicsDirectSpaceState {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}