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
.}
-