proc enabled(self: RayCast2D): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc enabled=(self: RayCast2D; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc excludeParent(self: RayCast2D): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc excludeParent=(self: RayCast2D; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc castTo(self: RayCast2D): Vector2 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc castTo=(self: RayCast2D; val: Vector2) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionMask(self: RayCast2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionMask=(self: RayCast2D; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc isColliding(self: RayCast2D): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc forceRaycastUpdate(self: RayCast2D) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc getCollider(self: RayCast2D): Object {.gcsafe, locks: 0, raises: [Exception],
tags: [RootEffect]
.}
-
proc getColliderShape(self: RayCast2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc getCollisionPoint(self: RayCast2D): Vector2 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc getCollisionNormal(self: RayCast2D): Vector2 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc addExceptionRid(self: RayCast2D; rid: RID) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc addException(self: RayCast2D; node: Object) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc removeExceptionRid(self: RayCast2D; rid: RID) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc removeException(self: RayCast2D; node: Object) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc clearExceptions(self: RayCast2D) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc setCollisionMaskBit(self: RayCast2D; bit: int64; value: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc getCollisionMaskBit(self: RayCast2D; bit: int64): bool {.gcsafe, locks: 0,
raises: [], tags: []
.}
-