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]
.}
-