proc getTotalGravity*(self: Physics2DDirectBodyState): Vector2 {.gcsafe, locks: 0
.} 
- 
 
proc getTotalLinearDamp*(self: Physics2DDirectBodyState): float64 {.gcsafe, locks: 0
.} 
- 
 
proc getTotalAngularDamp*(self: Physics2DDirectBodyState): float64 {.gcsafe, locks: 0
.} 
- 
 
proc getInverseMass*(self: Physics2DDirectBodyState): float64 {.gcsafe, locks: 0
.} 
- 
 
proc getInverseInertia*(self: Physics2DDirectBodyState): float64 {.gcsafe, locks: 0
.} 
- 
 
proc setLinearVelocity*(self: Physics2DDirectBodyState; velocity: Vector2) {.gcsafe,
    locks: 0
.} 
- 
 
proc getLinearVelocity*(self: Physics2DDirectBodyState): Vector2 {.gcsafe, locks: 0
.} 
- 
 
proc setAngularVelocity*(self: Physics2DDirectBodyState; velocity: float64) {.gcsafe,
    locks: 0
.} 
- 
 
proc getAngularVelocity*(self: Physics2DDirectBodyState): float64 {.gcsafe, locks: 0
.} 
- 
 
proc setTransform*(self: Physics2DDirectBodyState; transform: Transform2D) {.gcsafe,
    locks: 0
.} 
- 
 
proc getTransform*(self: Physics2DDirectBodyState): Transform2D {.gcsafe, locks: 0
.} 
- 
 
proc setSleepState*(self: Physics2DDirectBodyState; enabled: bool) {.gcsafe, locks: 0
.} 
- 
 
proc isSleeping*(self: Physics2DDirectBodyState): bool {.gcsafe, locks: 0
.} 
- 
 
proc getContactCount*(self: Physics2DDirectBodyState): int64 {.gcsafe, locks: 0
.} 
- 
 
proc getContactLocalPos*(self: Physics2DDirectBodyState; contactIdx: int64): Vector2 {.
    gcsafe, locks: 0
.} 
- 
 
proc getContactLocalNormal*(self: Physics2DDirectBodyState; contactIdx: int64): Vector2 {.
    gcsafe, locks: 0
.} 
- 
 
proc getContactLocalShape*(self: Physics2DDirectBodyState; contactIdx: int64): int64 {.
    gcsafe, locks: 0
.} 
- 
 
proc getContactCollider*(self: Physics2DDirectBodyState; contactIdx: int64): RID {.
    gcsafe, locks: 0
.} 
- 
 
proc getContactColliderPos*(self: Physics2DDirectBodyState; contactIdx: int64): Vector2 {.
    gcsafe, locks: 0
.} 
- 
 
proc getContactColliderId*(self: Physics2DDirectBodyState; contactIdx: int64): int64 {.
    gcsafe, locks: 0
.} 
- 
 
proc getContactColliderObject*(self: Physics2DDirectBodyState; contactIdx: int64): Object {.
    gcsafe, locks: 0
.} 
- 
 
proc getContactColliderShape*(self: Physics2DDirectBodyState; contactIdx: int64): int64 {.
    gcsafe, locks: 0
.} 
- 
 
proc getContactColliderShapeMetadata*(self: Physics2DDirectBodyState;
                                     contactIdx: int64): Variant {.gcsafe, locks: 0
.} 
- 
 
proc getContactColliderVelocityAtPos*(self: Physics2DDirectBodyState;
                                     contactIdx: int64): Vector2 {.gcsafe, locks: 0
.} 
- 
 
proc getStep*(self: Physics2DDirectBodyState): float64 {.gcsafe, locks: 0
.} 
- 
 
proc integrateForces*(self: Physics2DDirectBodyState) {.gcsafe, locks: 0
.} 
- 
 
proc getSpaceState*(self: Physics2DDirectBodyState): Physics2DDirectSpaceState {.
    gcsafe, locks: 0
.} 
-