Module rigid_body

Consts

MODE_RIGID = 0'i64
MODE_STATIC = 1'i64
MODE_CHARACTER = 2'i64
MODE_KINEMATIC = 3'i64

Procs

proc mode(self: RigidBody): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc mode=(self: RigidBody; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc mass(self: RigidBody): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc mass=(self: RigidBody; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc weight(self: RigidBody): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc weight=(self: RigidBody; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc friction(self: RigidBody): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc friction=(self: RigidBody; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc bounce(self: RigidBody): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc bounce=(self: RigidBody; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc gravityScale(self: RigidBody): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc gravityScale=(self: RigidBody; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc customIntegrator(self: RigidBody): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc customIntegrator=(self: RigidBody; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc continuousCd(self: RigidBody): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc continuousCd=(self: RigidBody; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc contactsReported(self: RigidBody): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc contactsReported=(self: RigidBody; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc contactMonitor(self: RigidBody): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc contactMonitor=(self: RigidBody; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc sleeping(self: RigidBody): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc sleeping=(self: RigidBody; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc canSleep(self: RigidBody): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc canSleep=(self: RigidBody; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc axisLockLinearX(self: RigidBody): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc axisLockLinearX=(self: RigidBody; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc axisLockLinearY(self: RigidBody): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc axisLockLinearY=(self: RigidBody; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc axisLockLinearZ(self: RigidBody): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc axisLockLinearZ=(self: RigidBody; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc axisLockAngularX(self: RigidBody): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc axisLockAngularX=(self: RigidBody; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc axisLockAngularY(self: RigidBody): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc axisLockAngularY=(self: RigidBody; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc axisLockAngularZ(self: RigidBody): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc axisLockAngularZ=(self: RigidBody; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc linearVelocity(self: RigidBody): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc linearVelocity=(self: RigidBody; val: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc linearDamp(self: RigidBody): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc linearDamp=(self: RigidBody; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc angularVelocity(self: RigidBody): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc angularVelocity=(self: RigidBody; val: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc angularDamp(self: RigidBody): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc angularDamp=(self: RigidBody; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc setAxisVelocity(self: RigidBody; axisVelocity: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc applyImpulse(self: RigidBody; position: Vector3; impulse: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc applyTorqueImpulse(self: RigidBody; impulse: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getCollidingBodies(self: RigidBody): Array {.
gcsafe, locks: 0, raises: [], tags: []
.}

Methods

method integrateForces(self: RigidBody; state: PhysicsDirectBodyState) {.
gcsafe, locks: 0, base, raises: [], tags: []
.}
method directStateChanged(self: RigidBody; arg0: Object) {.
gcsafe, locks: 0, base, raises: [], tags: []
.}
method bodyEnterTree(self: RigidBody; arg0: int64) {.
gcsafe, locks: 0, base, raises: [], tags: []
.}
method bodyExitTree(self: RigidBody; arg0: int64) {.
gcsafe, locks: 0, base, raises: [], tags: []
.}