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
.} 
-