proc mode*(self: RigidBody2D): int64 {.gcsafe, locks: 0
.}
-
proc `mode =`*(self: RigidBody2D; val: int64) {.gcsafe, locks: 0
.}
-
proc mass*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.}
-
proc `mass =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.}
-
proc weight*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.}
-
proc `weight =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.}
-
proc friction*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.}
-
proc `friction =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.}
-
proc bounce*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.}
-
proc `bounce =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.}
-
proc gravityScale*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.}
-
proc `gravityScale =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.}
-
proc customIntegrator*(self: RigidBody2D): bool {.gcsafe, locks: 0
.}
-
proc `customIntegrator =`*(self: RigidBody2D; val: bool) {.gcsafe, locks: 0
.}
-
proc continuousCd*(self: RigidBody2D): int64 {.gcsafe, locks: 0
.}
-
proc `continuousCd =`*(self: RigidBody2D; val: int64) {.gcsafe, locks: 0
.}
-
proc contactsReported*(self: RigidBody2D): int64 {.gcsafe, locks: 0
.}
-
proc `contactsReported =`*(self: RigidBody2D; val: int64) {.gcsafe, locks: 0
.}
-
proc contactMonitor*(self: RigidBody2D): bool {.gcsafe, locks: 0
.}
-
proc `contactMonitor =`*(self: RigidBody2D; val: bool) {.gcsafe, locks: 0
.}
-
proc sleeping*(self: RigidBody2D): bool {.gcsafe, locks: 0
.}
-
proc `sleeping =`*(self: RigidBody2D; val: bool) {.gcsafe, locks: 0
.}
-
proc canSleep*(self: RigidBody2D): bool {.gcsafe, locks: 0
.}
-
proc `canSleep =`*(self: RigidBody2D; val: bool) {.gcsafe, locks: 0
.}
-
proc linearVelocity*(self: RigidBody2D): Vector2 {.gcsafe, locks: 0
.}
-
proc `linearVelocity =`*(self: RigidBody2D; val: Vector2) {.gcsafe, locks: 0
.}
-
proc linearDamp*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.}
-
proc `linearDamp =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.}
-
proc angularVelocity*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.}
-
proc `angularVelocity =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.}
-
proc angularDamp*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.}
-
proc `angularDamp =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0
.}
-
proc getInertia*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.}
-
proc setInertia*(self: RigidBody2D; inertia: float64) {.gcsafe, locks: 0
.}
-
proc setAxisVelocity*(self: RigidBody2D; axisVelocity: Vector2) {.gcsafe, locks: 0
.}
-
proc applyImpulse*(self: RigidBody2D; offset: Vector2; impulse: Vector2) {.gcsafe,
locks: 0
.}
-
proc setAppliedForce*(self: RigidBody2D; force: Vector2) {.gcsafe, locks: 0
.}
-
proc getAppliedForce*(self: RigidBody2D): Vector2 {.gcsafe, locks: 0
.}
-
proc setAppliedTorque*(self: RigidBody2D; torque: float64) {.gcsafe, locks: 0
.}
-
proc getAppliedTorque*(self: RigidBody2D): float64 {.gcsafe, locks: 0
.}
-
proc addForce*(self: RigidBody2D; offset: Vector2; force: Vector2) {.gcsafe, locks: 0
.}
-
proc testMotion*(self: RigidBody2D; motion: Vector2; margin: float64 = 0.08;
resultVal: Physics2DTestMotionResult = nil): bool {.gcsafe, locks: 0
.}
-
proc getCollidingBodies*(self: RigidBody2D): Array {.gcsafe, locks: 0
.}
-