Module physics_direct_body_state

Procs

proc getTotalGravity*(self: PhysicsDirectBodyState): Vector3 {.
gcsafe, locks: 0
.}
proc getTotalLinearDamp*(self: PhysicsDirectBodyState): float64 {.
gcsafe, locks: 0
.}
proc getTotalAngularDamp*(self: PhysicsDirectBodyState): float64 {.
gcsafe, locks: 0
.}
proc getCenterOfMass*(self: PhysicsDirectBodyState): Vector3 {.
gcsafe, locks: 0
.}
proc getPrincipalInetriaAxes*(self: PhysicsDirectBodyState): Basis {.
gcsafe, locks: 0
.}
proc getInverseMass*(self: PhysicsDirectBodyState): float64 {.
gcsafe, locks: 0
.}
proc getInverseInertia*(self: PhysicsDirectBodyState): Vector3 {.
gcsafe, locks: 0
.}
proc setLinearVelocity*(self: PhysicsDirectBodyState; velocity: Vector3) {.
gcsafe, locks: 0
.}
proc getLinearVelocity*(self: PhysicsDirectBodyState): Vector3 {.
gcsafe, locks: 0
.}
proc setAngularVelocity*(self: PhysicsDirectBodyState; velocity: Vector3) {.
gcsafe, locks: 0
.}
proc getAngularVelocity*(self: PhysicsDirectBodyState): Vector3 {.
gcsafe, locks: 0
.}
proc setTransform*(self: PhysicsDirectBodyState; transform: Transform) {.
gcsafe, locks: 0
.}
proc getTransform*(self: PhysicsDirectBodyState): Transform {.
gcsafe, locks: 0
.}
proc addForce*(self: PhysicsDirectBodyState; force: Vector3; pos: Vector3) {.
gcsafe, locks: 0
.}
proc applyImpulse*(self: PhysicsDirectBodyState; pos: Vector3; j: Vector3) {.
gcsafe, locks: 0
.}
proc applyTorqeImpulse*(self: PhysicsDirectBodyState; j: Vector3) {.
gcsafe, locks: 0
.}
proc setSleepState*(self: PhysicsDirectBodyState; enabled: bool) {.
gcsafe, locks: 0
.}
proc isSleeping*(self: PhysicsDirectBodyState): bool {.
gcsafe, locks: 0
.}
proc getContactCount*(self: PhysicsDirectBodyState): int64 {.
gcsafe, locks: 0
.}
proc getContactLocalPos*(self: PhysicsDirectBodyState; contactIdx: int64): Vector3 {.
gcsafe, locks: 0
.}
proc getContactLocalNormal*(self: PhysicsDirectBodyState; contactIdx: int64): Vector3 {.
gcsafe, locks: 0
.}
proc getContactLocalShape*(self: PhysicsDirectBodyState; contactIdx: int64): int64 {.
gcsafe, locks: 0
.}
proc getContactCollider*(self: PhysicsDirectBodyState; contactIdx: int64): RID {.
gcsafe, locks: 0
.}
proc getContactColliderPos*(self: PhysicsDirectBodyState; contactIdx: int64): Vector3 {.
gcsafe, locks: 0
.}
proc getContactColliderId*(self: PhysicsDirectBodyState; contactIdx: int64): int64 {.
gcsafe, locks: 0
.}
proc getContactColliderObject*(self: PhysicsDirectBodyState; contactIdx: int64): Object {.
gcsafe, locks: 0
.}
proc getContactColliderShape*(self: PhysicsDirectBodyState; contactIdx: int64): int64 {.
gcsafe, locks: 0
.}
proc getContactColliderVelocityAtPos*(self: PhysicsDirectBodyState;
                                     contactIdx: int64): Vector3 {.
gcsafe, locks: 0
.}
proc getStep*(self: PhysicsDirectBodyState): float64 {.
gcsafe, locks: 0
.}
proc integrateForces*(self: PhysicsDirectBodyState) {.
gcsafe, locks: 0
.}
proc getSpaceState*(self: PhysicsDirectBodyState): PhysicsDirectSpaceState {.
gcsafe, locks: 0
.}