proc spaceOverride*(self: Area): int64 {.gcsafe, locks: 0
.}
-
proc `spaceOverride =`*(self: Area; val: int64) {.gcsafe, locks: 0
.}
-
proc gravityPoint*(self: Area): bool {.gcsafe, locks: 0
.}
-
proc `gravityPoint =`*(self: Area; val: bool) {.gcsafe, locks: 0
.}
-
proc gravityDistanceScale*(self: Area): float64 {.gcsafe, locks: 0
.}
-
proc `gravityDistanceScale =`*(self: Area; val: float64) {.gcsafe, locks: 0
.}
-
proc gravityVec*(self: Area): Vector3 {.gcsafe, locks: 0
.}
-
proc `gravityVec =`*(self: Area; val: Vector3) {.gcsafe, locks: 0
.}
-
proc gravity*(self: Area): float64 {.gcsafe, locks: 0
.}
-
proc `gravity =`*(self: Area; val: float64) {.gcsafe, locks: 0
.}
-
proc linearDamp*(self: Area): float64 {.gcsafe, locks: 0
.}
-
proc `linearDamp =`*(self: Area; val: float64) {.gcsafe, locks: 0
.}
-
proc angularDamp*(self: Area): float64 {.gcsafe, locks: 0
.}
-
proc `angularDamp =`*(self: Area; val: float64) {.gcsafe, locks: 0
.}
-
proc priority*(self: Area): int64 {.gcsafe, locks: 0
.}
-
proc `priority =`*(self: Area; val: int64) {.gcsafe, locks: 0
.}
-
proc monitoring*(self: Area): bool {.gcsafe, locks: 0
.}
-
proc `monitoring =`*(self: Area; val: bool) {.gcsafe, locks: 0
.}
-
proc monitorable*(self: Area): bool {.gcsafe, locks: 0
.}
-
proc `monitorable =`*(self: Area; val: bool) {.gcsafe, locks: 0
.}
-
proc collisionLayer*(self: Area): int64 {.gcsafe, locks: 0
.}
-
proc `collisionLayer =`*(self: Area; val: int64) {.gcsafe, locks: 0
.}
-
proc collisionMask*(self: Area): int64 {.gcsafe, locks: 0
.}
-
proc `collisionMask =`*(self: Area; val: int64) {.gcsafe, locks: 0
.}
-
proc audioBusOverride*(self: Area): bool {.gcsafe, locks: 0
.}
-
proc `audioBusOverride =`*(self: Area; val: bool) {.gcsafe, locks: 0
.}
-
proc audioBusName*(self: Area): string {.gcsafe, locks: 0
.}
-
proc `audioBusName =`*(self: Area; val: string) {.gcsafe, locks: 0
.}
-
proc reverbBusEnable*(self: Area): bool {.gcsafe, locks: 0
.}
-
proc `reverbBusEnable =`*(self: Area; val: bool) {.gcsafe, locks: 0
.}
-
proc reverbBusName*(self: Area): string {.gcsafe, locks: 0
.}
-
proc `reverbBusName =`*(self: Area; val: string) {.gcsafe, locks: 0
.}
-
proc reverbBusAmount*(self: Area): float64 {.gcsafe, locks: 0
.}
-
proc `reverbBusAmount =`*(self: Area; val: float64) {.gcsafe, locks: 0
.}
-
proc reverbBusUniformity*(self: Area): float64 {.gcsafe, locks: 0
.}
-
proc `reverbBusUniformity =`*(self: Area; val: float64) {.gcsafe, locks: 0
.}
-
proc setCollisionMaskBit*(self: Area; bit: int64; value: bool) {.gcsafe, locks: 0
.}
-
proc getCollisionMaskBit*(self: Area; bit: int64): bool {.gcsafe, locks: 0
.}
-
proc setCollisionLayerBit*(self: Area; bit: int64; value: bool) {.gcsafe, locks: 0
.}
-
proc getCollisionLayerBit*(self: Area; bit: int64): bool {.gcsafe, locks: 0
.}
-
proc getOverlappingBodies*(self: Area): Array {.gcsafe, locks: 0
.}
-
proc getOverlappingAreas*(self: Area): Array {.gcsafe, locks: 0
.}
-
proc overlapsBody*(self: Area; body: Object): bool {.gcsafe, locks: 0
.}
-
proc overlapsArea*(self: Area; area: Object): bool {.gcsafe, locks: 0
.}
-