proc mode*(self: RigidBody2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `mode =`*(self: RigidBody2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc mass*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `mass =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc weight*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `weight =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc friction*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `friction =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc bounce*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `bounce =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc gravityScale*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `gravityScale =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc customIntegrator*(self: RigidBody2D): bool {.gcsafe, locks: 0
.} 
- 
 
proc `customIntegrator =`*(self: RigidBody2D; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc continuousCd*(self: RigidBody2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `continuousCd =`*(self: RigidBody2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc contactsReported*(self: RigidBody2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `contactsReported =`*(self: RigidBody2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc contactMonitor*(self: RigidBody2D): bool {.gcsafe, locks: 0
.} 
- 
 
proc `contactMonitor =`*(self: RigidBody2D; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc sleeping*(self: RigidBody2D): bool {.gcsafe, locks: 0
.} 
- 
 
proc `sleeping =`*(self: RigidBody2D; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc canSleep*(self: RigidBody2D): bool {.gcsafe, locks: 0
.} 
- 
 
proc `canSleep =`*(self: RigidBody2D; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc linearVelocity*(self: RigidBody2D): Vector2 {.gcsafe, locks: 0
.} 
- 
 
proc `linearVelocity =`*(self: RigidBody2D; val: Vector2) {.gcsafe, locks: 0
.} 
- 
 
proc linearDamp*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `linearDamp =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc angularVelocity*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `angularVelocity =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc angularDamp*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `angularDamp =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc getInertia*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc setInertia*(self: RigidBody2D; inertia: float64) {.gcsafe, locks: 0
.} 
- 
 
proc setAxisVelocity*(self: RigidBody2D; axisVelocity: Vector2) {.gcsafe, locks: 0
.} 
- 
 
proc applyImpulse*(self: RigidBody2D; offset: Vector2; impulse: Vector2) {.gcsafe,
    locks: 0
.} 
- 
 
proc setAppliedForce*(self: RigidBody2D; force: Vector2) {.gcsafe, locks: 0
.} 
- 
 
proc getAppliedForce*(self: RigidBody2D): Vector2 {.gcsafe, locks: 0
.} 
- 
 
proc setAppliedTorque*(self: RigidBody2D; torque: float64) {.gcsafe, locks: 0
.} 
- 
 
proc getAppliedTorque*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc addForce*(self: RigidBody2D; offset: Vector2; force: Vector2) {.gcsafe, locks: 0
.} 
- 
 
proc testMotion*(self: RigidBody2D; motion: Vector2; margin: float64 = 0.08;
                resultVal: Physics2DTestMotionResult = nil): bool {.gcsafe, locks: 0
.} 
- 
 
proc getCollidingBodies*(self: RigidBody2D): Array {.gcsafe, locks: 0
.} 
-