// AUTO-GENERATED
///
declare module "godot" {
namespace RigidBody2D {
enum FreezeMode {
/** Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path. */
FREEZE_MODE_STATIC = 0,
/** Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated. */
FREEZE_MODE_KINEMATIC = 1,
}
enum CenterOfMassMode {
/** In this mode, the body's center of mass is calculated automatically based on its shapes. This assumes that the shapes' origins are also their center of mass. */
CENTER_OF_MASS_MODE_AUTO = 0,
/** In this mode, the body's center of mass is set through [member center_of_mass]. Defaults to the body's origin position. */
CENTER_OF_MASS_MODE_CUSTOM = 1,
}
enum DampMode {
/** In this mode, the body's damping value is added to any value set in areas or the default value. */
DAMP_MODE_COMBINE = 0,
/** In this mode, the body's damping value replaces any value set in areas or the default value. */
DAMP_MODE_REPLACE = 1,
}
enum CCDMode {
/** Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects. */
CCD_MODE_DISABLED = 0,
/** Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise. */
CCD_MODE_CAST_RAY = 1,
/** Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise. */
CCD_MODE_CAST_SHAPE = 2,
}
}
/** A 2D physics body that is moved by a physics simulation.
*
* @link https://docs.godotengine.org/en/4.4/classes/class_rigidbody2d.html
*/
class RigidBody2D