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: []
.}
-