proc enabled*(self: RayCast): bool {.gcsafe, locks: 0
.}
-
proc `enabled =`*(self: RayCast; val: bool) {.gcsafe, locks: 0
.}
-
proc castTo*(self: RayCast): Vector3 {.gcsafe, locks: 0
.}
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proc `castTo =`*(self: RayCast; val: Vector3) {.gcsafe, locks: 0
.}
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proc collisionLayer*(self: RayCast): int64 {.gcsafe, locks: 0
.}
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proc `collisionLayer =`*(self: RayCast; val: int64) {.gcsafe, locks: 0
.}
-
proc typeMask*(self: RayCast): int64 {.gcsafe, locks: 0
.}
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proc `typeMask =`*(self: RayCast; val: int64) {.gcsafe, locks: 0
.}
-
proc isColliding*(self: RayCast): bool {.gcsafe, locks: 0
.}
-
proc forceRaycastUpdate*(self: RayCast) {.gcsafe, locks: 0
.}
-
proc getCollider*(self: RayCast): Object {.gcsafe, locks: 0
.}
-
proc getColliderShape*(self: RayCast): int64 {.gcsafe, locks: 0
.}
-
proc getCollisionPoint*(self: RayCast): Vector3 {.gcsafe, locks: 0
.}
-
proc getCollisionNormal*(self: RayCast): Vector3 {.gcsafe, locks: 0
.}
-
proc addExceptionRid*(self: RayCast; rid: RID) {.gcsafe, locks: 0
.}
-
proc addException*(self: RayCast; node: Object) {.gcsafe, locks: 0
.}
-
proc removeExceptionRid*(self: RayCast; rid: RID) {.gcsafe, locks: 0
.}
-
proc removeException*(self: RayCast; node: Object) {.gcsafe, locks: 0
.}
-
proc clearExceptions*(self: RayCast) {.gcsafe, locks: 0
.}
-