Module rigid_body_2d

Consts

MODE_STATIC* = 1'i64
MODE_KINEMATIC* = 3'i64
MODE_RIGID* = 0'i64
MODE_CHARACTER* = 2'i64
CCD_MODE_DISABLED* = 0'i64
CCD_MODE_CAST_RAY* = 1'i64
CCD_MODE_CAST_SHAPE* = 2'i64

Procs

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
.}

Methods

method integrateForces*(self: RigidBody2D; state: Physics2DDirectBodyState) {.
gcsafe, locks: 0, base
.}
method directStateChanged*(self: RigidBody2D; arg0: Object) {.
gcsafe, locks: 0, base
.}
method bodyEnterTree*(self: RigidBody2D; arg0: int64) {.
gcsafe, locks: 0, base
.}
method bodyExitTree*(self: RigidBody2D; arg0: int64) {.
gcsafe, locks: 0, base
.}