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
.}
-