proc layers*(self: PhysicsBody2D): int64 {.gcsafe, locks: 0
.}
-
proc `layers =`*(self: PhysicsBody2D; val: int64) {.gcsafe, locks: 0
.}
-
proc collisionLayer*(self: PhysicsBody2D): int64 {.gcsafe, locks: 0
.}
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proc `collisionLayer =`*(self: PhysicsBody2D; val: int64) {.gcsafe, locks: 0
.}
-
proc collisionMask*(self: PhysicsBody2D): int64 {.gcsafe, locks: 0
.}
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proc `collisionMask =`*(self: PhysicsBody2D; val: int64) {.gcsafe, locks: 0
.}
-
proc setCollisionMaskBit*(self: PhysicsBody2D; bit: int64; value: bool) {.gcsafe,
locks: 0
.}
-
proc getCollisionMaskBit*(self: PhysicsBody2D; bit: int64): bool {.gcsafe, locks: 0
.}
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proc setCollisionLayerBit*(self: PhysicsBody2D; bit: int64; value: bool) {.gcsafe,
locks: 0
.}
-
proc getCollisionLayerBit*(self: PhysicsBody2D; bit: int64): bool {.gcsafe, locks: 0
.}
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proc addCollisionExceptionWith*(self: PhysicsBody2D; body: Node) {.gcsafe, locks: 0
.}
-
proc removeCollisionExceptionWith*(self: PhysicsBody2D; body: Node) {.gcsafe, locks: 0
.}
-