proc layers*(self: PhysicsBody2D): int64 {.gcsafe, locks: 0
.}
-
proc `layers =`*(self: PhysicsBody2D; val: int64) {.gcsafe, locks: 0
.}
-
proc collisionLayer*(self: PhysicsBody2D): int64 {.gcsafe, locks: 0
.}
-
proc `collisionLayer =`*(self: PhysicsBody2D; val: int64) {.gcsafe, locks: 0
.}
-
proc collisionMask*(self: PhysicsBody2D): int64 {.gcsafe, locks: 0
.}
-
proc `collisionMask =`*(self: PhysicsBody2D; val: int64) {.gcsafe, locks: 0
.}
-
proc setCollisionMaskBit*(self: PhysicsBody2D; bit: int64; value: bool) {.gcsafe,
locks: 0
.}
-
proc getCollisionMaskBit*(self: PhysicsBody2D; bit: int64): bool {.gcsafe, locks: 0
.}
-
proc setCollisionLayerBit*(self: PhysicsBody2D; bit: int64; value: bool) {.gcsafe,
locks: 0
.}
-
proc getCollisionLayerBit*(self: PhysicsBody2D; bit: int64): bool {.gcsafe, locks: 0
.}
-
proc addCollisionExceptionWith*(self: PhysicsBody2D; body: PhysicsBody2D) {.gcsafe,
locks: 0
.}
-
proc removeCollisionExceptionWith*(self: PhysicsBody2D; body: PhysicsBody2D) {.
gcsafe, locks: 0
.}
-