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