Module rigid_body_2d

Consts

MODE_RIGID = 0'i64
MODE_STATIC = 1'i64
MODE_CHARACTER = 2'i64
MODE_KINEMATIC = 3'i64
CCD_MODE_DISABLED = 0'i64
CCD_MODE_CAST_RAY = 1'i64
CCD_MODE_CAST_SHAPE = 2'i64

Procs

proc mode(self: RigidBody2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc mode=(self: RigidBody2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc mass(self: RigidBody2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc mass=(self: RigidBody2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc inertia(self: RigidBody2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc inertia=(self: RigidBody2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc weight(self: RigidBody2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc weight=(self: RigidBody2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc friction(self: RigidBody2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc friction=(self: RigidBody2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc bounce(self: RigidBody2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc bounce=(self: RigidBody2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc gravityScale(self: RigidBody2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc gravityScale=(self: RigidBody2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc customIntegrator(self: RigidBody2D): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc customIntegrator=(self: RigidBody2D; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc continuousCd(self: RigidBody2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc continuousCd=(self: RigidBody2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc contactsReported(self: RigidBody2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc contactsReported=(self: RigidBody2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc contactMonitor(self: RigidBody2D): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc contactMonitor=(self: RigidBody2D; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc sleeping(self: RigidBody2D): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc sleeping=(self: RigidBody2D; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc canSleep(self: RigidBody2D): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc canSleep=(self: RigidBody2D; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc linearVelocity(self: RigidBody2D): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc linearVelocity=(self: RigidBody2D; val: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc linearDamp(self: RigidBody2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc linearDamp=(self: RigidBody2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc angularVelocity(self: RigidBody2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc angularVelocity=(self: RigidBody2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc angularDamp(self: RigidBody2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc angularDamp=(self: RigidBody2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc appliedForce(self: RigidBody2D): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc appliedForce=(self: RigidBody2D; val: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc appliedTorque(self: RigidBody2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc appliedTorque=(self: RigidBody2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc setAxisVelocity(self: RigidBody2D; axisVelocity: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc applyImpulse(self: RigidBody2D; offset: Vector2; impulse: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc addForce(self: RigidBody2D; offset: Vector2; force: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc testMotion(self: RigidBody2D; motion: Vector2; infiniteInertia: bool = true;
               margin: float64 = 0.08; resultVal: Physics2DTestMotionResult = nil): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getCollidingBodies(self: RigidBody2D): Array {.
gcsafe, locks: 0, raises: [], tags: []
.}

Methods

method integrateForces(self: RigidBody2D; state: Physics2DDirectBodyState) {.
gcsafe, locks: 0, base, raises: [], tags: []
.}
method directStateChanged(self: RigidBody2D; arg0: Object) {.
gcsafe, locks: 0, base, raises: [], tags: []
.}
method bodyEnterTree(self: RigidBody2D; arg0: int64) {.
gcsafe, locks: 0, base, raises: [], tags: []
.}
method bodyExitTree(self: RigidBody2D; arg0: int64) {.
gcsafe, locks: 0, base, raises: [], tags: []
.}