Module physics_2d_direct_body_state

Procs

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
.}