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+# Copyright (c) 2007 Scott Lembcke
+#
+#  Permission is hereby granted, free of charge, to any person obtaining a copy
+#  of this software and associated documentation files (the "Software"), to deal
+#  in the Software without restriction, including without limitation the rights
+#  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+#  copies of the Software, and to permit persons to whom the Software is
+#  furnished to do so, subject to the following conditions:
+#
+#  The above copyright notice and this permission notice shall be included in
+#  all copies or substantial portions of the Software.
+#
+#  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+#  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+#  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+#  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+#  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+#  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+#  SOFTWARE.
+#
+
+const Lib = "libchipmunk.so.6.1.1"
+
+when defined(MoreNim):
+  {.hint: "MoreNim defined; some Chipmunk functions replaced in Nim".}
+from math import sqrt, sin, cos, arctan2
+when defined(CpUseFloat):
+  {.hint: "CpUseFloat defined; using float32 as float".}
+  type CpFloat* = cfloat
+else:
+  type CpFloat* = cdouble
+const
+  CP_BUFFER_BYTES* = (32 * 1024)
+  CP_MAX_CONTACTS_PER_ARBITER* = 4
+  CpInfinity*: CpFloat = 1.0/0
+{.pragma: pf, pure, final.}
+type
+  Bool32* = cint  #replace one day with cint-compatible bool
+  CpDataPointer* = pointer
+  TVector* {.final, pure.} = object
+    x*, y*: CpFloat
+  TTimestamp* = cuint
+  TBodyVelocityFunc* = proc(body: PBody, gravity: TVector,
+                            damping: CpFloat; dt: CpFloat){.cdecl.}
+  TBodyPositionFunc* = proc(body: PBody; dt: CpFloat){.cdecl.}
+  TComponentNode*{.pf.} = object
+    root*: PBody
+    next*: PBody
+    idleTime*: CpFloat
+
+  THashValue = cuint  # uintptr_t
+  TCollisionType* = cuint #uintptr_t
+  TGroup * = cuint #uintptr_t
+  TLayers* = cuint
+  PArray = ptr TArray
+  TArray{.pure,final.} = object
+  PHashSet = ptr THashSet
+  THashSet{.pf.} = object
+  PContact* = ptr TContact
+  TContact*{.pure,final.} = object
+  PArbiter* = ptr TArbiter
+  TArbiter*{.pf.} = object
+    e*: CpFloat
+    u*: CpFloat
+    surface_vr*: TVector
+    a*: PShape
+    b*: PShape
+    body_a*: PBody
+    body_b*: PBody
+    thread_a*: TArbiterThread
+    thread_b*: TArbiterThread
+    numContacts*: cint
+    contacts*: PContact
+    stamp*: TTimestamp
+    handler*: PCollisionHandler
+    swappedColl*: Bool32
+    state*: TArbiterState
+  PCollisionHandler* = ptr TCollisionHandler
+  TCollisionHandler*{.pf.} = object
+    a*: TCollisionType
+    b*: TCollisionType
+    begin*: TCollisionBeginFunc
+    preSolve*: TCollisionPreSolveFunc
+    postSolve*: TCollisionPostSolveFunc
+    separate*: TCollisionSeparateFunc
+    data*: pointer
+  TArbiterState*{.size: sizeof(cint).} = enum
+    ArbiterStateFirstColl,    # Arbiter is active and its not the first collision.
+    ArbiterStateNormal,       # Collision has been explicitly ignored.
+                              # Either by returning false from a begin collision handler or calling cpArbiterIgnore().
+    ArbiterStateIgnore,       # Collison is no longer active. A space will cache an arbiter for up to cpSpace.collisionPersistence more steps.
+    ArbiterStateCached
+  TArbiterThread*{.pf.} = object
+    next*: PArbiter        # Links to next and previous arbiters in the contact graph.
+    prev*: PArbiter
+
+  TContactPoint*{.pf.} = object
+    point*: TVector    #/ The position of the contact point.
+    normal*: TVector   #/ The normal of the contact point.
+    dist*: CpFloat     #/ The depth of the contact point.
+  #/ A struct that wraps up the important collision data for an arbiter.
+  PContactPointSet* = ptr TContactPointSet
+  TContactPointSet*{.pf.} = object
+    count*: cint              #/ The number of contact points in the set.
+    points*: array[0..CP_MAX_CONTACTS_PER_ARBITER - 1, TContactPoint] #/ The array of contact points.
+
+  #/ Collision begin event function callback type.
+  #/ Returning false from a begin callback causes the collision to be ignored until
+  #/ the separate callback is called when the objects stop colliding.
+  TCollisionBeginFunc* = proc (arb: PArbiter; space: PSpace; data: pointer): bool{.
+      cdecl.}
+  #/ Collision pre-solve event function callback type.
+  #/ Returning false from a pre-step callback causes the collision to be ignored until the next step.
+  TCollisionPreSolveFunc* = proc (arb: PArbiter; space: PSpace;
+                                  data: pointer): bool {.cdecl.}
+  #/ Collision post-solve event function callback type.
+  TCollisionPostSolveFunc* = proc (arb: PArbiter; space: PSpace;
+                                   data: pointer){.cdecl.}
+  #/ Collision separate event function callback type.
+  TCollisionSeparateFunc* = proc (arb: PArbiter; space: PSpace;
+                                  data: pointer){.cdecl.}
+
+  #/ Chipmunk's axis-aligned 2D bounding box type. (left, bottom, right, top)
+  PBB* = ptr TBB
+  TBB* {.pf.} = object
+    l*, b*, r*, t*: CpFloat
+
+  #/ Spatial index bounding box callback function type.
+  #/ The spatial index calls this function and passes you a pointer to an object you added
+  #/ when it needs to get the bounding box associated with that object.
+  TSpatialIndexBBFunc* = proc (obj: pointer): TBB{.cdecl.}
+  #/ Spatial index/object iterator callback function type.
+  TSpatialIndexIteratorFunc* = proc (obj: pointer; data: pointer){.cdecl.}
+  #/ Spatial query callback function type.
+  TSpatialIndexQueryFunc* = proc (obj1: pointer; obj2: pointer; data: pointer){.
+      cdecl.}
+  #/ Spatial segment query callback function type.
+  TSpatialIndexSegmentQueryFunc* = proc (obj1: pointer; obj2: pointer;
+      data: pointer): CpFloat {.cdecl.}
+  #/ private
+  PSpatialIndex = ptr TSpatialIndex
+  TSpatialIndex{.pf.} = object
+    klass: PSpatialIndexClass
+    bbfun: TSpatialIndexBBFunc
+    staticIndex: PSpatialIndex
+    dynamicIndex: PSpatialIndex
+
+  TSpatialIndexDestroyImpl* = proc (index: PSpatialIndex){.cdecl.}
+  TSpatialIndexCountImpl* = proc (index: PSpatialIndex): cint{.cdecl.}
+  TSpatialIndexEachImpl* = proc (index: PSpatialIndex;
+                                 fun: TSpatialIndexIteratorFunc; data: pointer){.
+      cdecl.}
+  TSpatialIndexContainsImpl* = proc (index: PSpatialIndex; obj: pointer;
+                                     hashid: THashValue): Bool32 {.cdecl.}
+  TSpatialIndexInsertImpl* = proc (index: PSpatialIndex; obj: pointer;
+                                   hashid: THashValue){.cdecl.}
+  TSpatialIndexRemoveImpl* = proc (index: PSpatialIndex; obj: pointer;
+                                   hashid: THashValue){.cdecl.}
+  TSpatialIndexReindexImpl* = proc (index: PSpatialIndex){.cdecl.}
+  TSpatialIndexReindexObjectImpl* = proc (index: PSpatialIndex;
+      obj: pointer; hashid: THashValue){.cdecl.}
+  TSpatialIndexReindexQueryImpl* = proc (index: PSpatialIndex;
+      fun: TSpatialIndexQueryFunc; data: pointer){.cdecl.}
+  TSpatialIndexPointQueryImpl* = proc (index: PSpatialIndex; point: TVector;
+                                       fun: TSpatialIndexQueryFunc;
+                                       data: pointer){.cdecl.}
+  TSpatialIndexSegmentQueryImpl* = proc (index: PSpatialIndex; obj: pointer;
+      a: TVector; b: TVector; t_exit: CpFloat; fun: TSpatialIndexSegmentQueryFunc;
+      data: pointer){.cdecl.}
+  TSpatialIndexQueryImpl* = proc (index: PSpatialIndex; obj: pointer;
+                                  bb: TBB; fun: TSpatialIndexQueryFunc;
+                                  data: pointer){.cdecl.}
+  PSpatialIndexClass* = ptr TSpatialIndexClass
+  TSpatialIndexClass*{.pf.} = object
+    destroy*: TSpatialIndexDestroyImpl
+    count*: TSpatialIndexCountImpl
+    each*: TSpatialIndexEachImpl
+    contains*: TSpatialIndexContainsImpl
+    insert*: TSpatialIndexInsertImpl
+    remove*: TSpatialIndexRemoveImpl
+    reindex*: TSpatialIndexReindexImpl
+    reindexObject*: TSpatialIndexReindexObjectImpl
+    reindexQuery*: TSpatialIndexReindexQueryImpl
+    pointQuery*: TSpatialIndexPointQueryImpl
+    segmentQuery*: TSpatialIndexSegmentQueryImpl
+    query*: TSpatialIndexQueryImpl
+
+  PSpaceHash* = ptr TSpaceHash
+  TSpaceHash* {.pf.} = object
+  PBBTree* = ptr TBBTree
+  TBBTree* {.pf.} = object
+  PSweep1D* = ptr TSweep1D
+  TSweep1D* {.pf.} = object
+
+  #/ Bounding box tree velocity callback function.
+  #/ This function should return an estimate for the object's velocity.
+  TBBTreeVelocityFunc* = proc (obj: pointer): TVector {.cdecl.}
+
+  PContactBufferHeader* = ptr TContentBufferHeader
+  TContentBufferHeader* {.pf.} = object
+  TSpaceArbiterApplyImpulseFunc* = proc (arb: PArbiter){.cdecl.}
+
+  PSpace* = ptr TSpace
+  TSpace* {.pf.} = object
+    iterations*: cint
+    gravity*: TVector
+    damping*: CpFloat
+    idleSpeedThreshold*: CpFloat
+    sleepTimeThreshold*: CpFloat
+    collisionSlop*: CpFloat
+    collisionBias*: CpFloat
+    collisionPersistence*: TTimestamp
+    enableContactGraph*: cint ##BOOL
+    data*: pointer
+    staticBody*: PBody
+    stamp: TTimestamp
+    currDT: CpFloat
+    bodies: PArray
+    rousedBodies: PArray
+    sleepingComponents: PArray
+    staticShapes: PSpatialIndex
+    activeShapes: PSpatialIndex
+    arbiters: PArray
+    contactBuffersHead: PContactBufferHeader
+    cachedArbiters: PHashSet
+    pooledArbiters: PArray
+    constraints: PArray
+    allocatedBuffers: PArray
+    locked: cint
+    collisionHandlers: PHashSet
+    defaultHandler: TCollisionHandler
+    postStepCallbacks: PHashSet
+    arbiterApplyImpulse: TSpaceArbiterApplyImpulseFunc
+    staticBody2: TBody  #_staticBody
+  PBody* = ptr TBody
+  TBody*{.pf.} = object
+    velocityFunc*: TBodyVelocityFunc
+    positionFunc*: TBodyPositionFunc
+    m*: CpFloat
+    mInv*: CpFloat
+    i*: CpFloat
+    iInv*: CpFloat
+    p*: TVector
+    v*: TVector
+    f*: TVector
+    a*: CpFloat
+    w*: CpFloat
+    t*: CpFloat
+    rot*: TVector
+    data*: pointer
+    vLimit*: CpFloat
+    wLimit*: CpFloat
+    vBias*: TVector
+    wBias*: CpFloat
+    space*: PSpace
+    shapeList*: PShape
+    arbiterList*: PArbiter
+    constraintList*: PConstraint
+    node*: TComponentNode
+  #/ Body/shape iterator callback function type.
+  TBodyShapeIteratorFunc* = proc (body: PBody; shape: PShape;
+                                   data: pointer) {.cdecl.}
+  #/ Body/constraint iterator callback function type.
+  TBodyConstraintIteratorFunc* = proc (body: PBody;
+                                        constraint: PConstraint;
+                                        data: pointer) {.cdecl.}
+  #/ Body/arbiter iterator callback function type.
+  TBodyArbiterIteratorFunc* = proc (body: PBody; arbiter: PArbiter;
+                                     data: pointer) {.cdecl.}
+
+  PNearestPointQueryInfo* = ptr TNearestPointQueryInfo
+  #/ Nearest point query info struct.
+  TNearestPointQueryInfo*{.pf.} = object
+    shape: PShape  #/ The nearest shape, NULL if no shape was within range.
+    p: TVector     #/ The closest point on the shape's surface. (in world space coordinates)
+    d: CpFloat      #/ The distance to the point. The distance is negative if the point is inside the shape.
+
+  PSegmentQueryInfo* = ptr TSegmentQueryInfo
+  #/ Segment query info struct.
+  TSegmentQueryInfo*{.pf.} = object
+    shape*: PShape         #/ The shape that was hit, NULL if no collision occurred.
+    t*: CpFloat            #/ The normalized distance along the query segment in the range [0, 1].
+    n*: TVector            #/ The normal of the surface hit.
+  TShapeType*{.size: sizeof(cint).} = enum
+    CP_CIRCLE_SHAPE, CP_SEGMENT_SHAPE, CP_POLY_SHAPE, CP_NUM_SHAPES
+  TShapeCacheDataImpl* = proc (shape: PShape; p: TVector; rot: TVector): TBB{.cdecl.}
+  TShapeDestroyImpl* = proc (shape: PShape){.cdecl.}
+  TShapePointQueryImpl* = proc (shape: PShape; p: TVector): Bool32 {.cdecl.}
+  TShapeSegmentQueryImpl* = proc (shape: PShape; a: TVector; b: TVector;
+                                  info: PSegmentQueryInfo){.cdecl.}
+  PShapeClass* = ptr TShapeClass
+  TShapeClass*{.pf.} = object
+    kind*: TShapeType
+    cacheData*: TShapeCacheDataImpl
+    destroy*: TShapeDestroyImpl
+    pointQuery*: TShapePointQueryImpl
+    segmentQuery*: TShapeSegmentQueryImpl
+  PShape* = ptr TShape
+  TShape*{.pf.} = object
+    klass: PShapeClass   #/ PRIVATE
+    body*: PBody           #/ The rigid body this collision shape is attached to.
+    bb*: TBB               #/ The current bounding box of the shape.
+    sensor*: Bool32        #/ Sensor flag.
+                           #/ Sensor shapes call collision callbacks but don't produce collisions.
+    e*: CpFloat            #/ Coefficient of restitution. (elasticity)
+    u*: CpFloat            #/ Coefficient of friction.
+    surface_v*: TVector    #/ Surface velocity used when solving for friction.
+    data*: pointer        #/ User definable data pointer. Generally this points to your the game object class so you can access it when given a cpShape reference in a callback.
+    collision_type*: TCollisionType #/ Collision type of this shape used when picking collision handlers.
+    group*: TGroup      #/ Group of this shape. Shapes in the same group don't collide.
+    layers*: TLayers   #/ Layer bitmask for this shape. Shapes only collide if the bitwise and of their layers is non-zero.
+    space: PSpace        #PRIVATE
+    next: PShape         #PRIVATE
+    prev: PShape         #PRIVATE
+    hashid: THashValue  #PRIVATE
+  PCircleShape* = ptr TCircleShape
+  TCircleShape*{.pf.} = object
+    shape: PShape
+    c, tc: TVector
+    r: CpFloat
+  PPolyShape* = ptr TPolyShape
+  TPolyShape*{.pf.} = object
+    shape: PShape
+    numVerts: cint
+    verts, tVerts: TVector
+    planes, tPlanes: PSplittingPlane
+  PSegmentShape* = ptr TSegmentShape
+  TSegmentShape*{.pf.} = object
+    shape: PShape
+    a, b, n: TVector
+    ta, tb, tn: TVector
+    r: CpFloat
+    aTangent, bTangent: TVector
+  PSplittingPlane* = ptr TSplittingPlane
+  TSplittingPlane*{.pf.} = object
+    n: TVector
+    d: CpFloat
+
+  #/ Post Step callback function type.
+  TPostStepFunc* = proc (space: PSpace; obj: pointer; data: pointer){.cdecl.}
+  #/ Point query callback function type.
+  TSpacePointQueryFunc* = proc (shape: PShape; data: pointer){.cdecl.}
+  #/ Segment query callback function type.
+  TSpaceSegmentQueryFunc* = proc (shape: PShape; t: CpFloat; n: TVector;
+                                  data: pointer){.cdecl.}
+  #/ Rectangle Query callback function type.
+  TSpaceBBQueryFunc* = proc (shape: PShape; data: pointer){.cdecl.}
+  #/ Shape query callback function type.
+  TSpaceShapeQueryFunc* = proc (shape: PShape; points: PContactPointSet;
+                                data: pointer){.cdecl.}
+  #/ Space/body iterator callback function type.
+  TSpaceBodyIteratorFunc* = proc (body: PBody; data: pointer){.cdecl.}
+  #/ Space/body iterator callback function type.
+  TSpaceShapeIteratorFunc* = proc (shape: PShape; data: pointer){.cdecl.}
+  #/ Space/constraint iterator callback function type.
+  TSpaceConstraintIteratorFunc* = proc (constraint: PConstraint;
+                                        data: pointer){.cdecl.}
+  #/ Opaque cpConstraint struct.
+  PConstraint* = ptr TConstraint
+  TConstraint*{.pf.} = object
+    klass: PConstraintClass #/PRIVATE
+    a*: PBody            #/ The first body connected to this constraint.
+    b*: PBody              #/ The second body connected to this constraint.
+    space: PSpace         #/PRIVATE
+    next_a: PConstraint  #/PRIVATE
+    next_b: PConstraint #/PRIVATE
+    maxForce*: CpFloat  #/ The maximum force that this constraint is allowed to use. Defaults to infinity.
+    errorBias*: CpFloat #/ The rate at which joint error is corrected. Defaults to pow(1.0 - 0.1, 60.0) meaning that it will correct 10% of the error every 1/60th of a second.
+    maxBias*: CpFloat    #/ The maximum rate at which joint error is corrected. Defaults to infinity.
+    preSolve*: TConstraintPreSolveFunc  #/ Function called before the solver runs. Animate your joint anchors, update your motor torque, etc.
+    postSolve*: TConstraintPostSolveFunc #/ Function called after the solver runs. Use the applied impulse to perform effects like breakable joints.
+    data*: CpDataPointer  # User definable data pointer. Generally this points to your the game object class so you can access it when given a cpConstraint reference in a callback.
+  TConstraintPreStepImpl = proc (constraint: PConstraint; dt: CpFloat){.cdecl.}
+  TConstraintApplyCachedImpulseImpl = proc (constraint: PConstraint; dt_coef: CpFloat){.cdecl.}
+  TConstraintApplyImpulseImpl = proc (constraint: PConstraint){.cdecl.}
+  TConstraintGetImpulseImpl = proc (constraint: PConstraint): CpFloat{.cdecl.}
+  PConstraintClass = ptr TConstraintClass
+  TConstraintClass{.pf.} = object
+    preStep*: TConstraintPreStepImpl
+    applyCachedImpulse*: TConstraintApplyCachedImpulseImpl
+    applyImpulse*: TConstraintApplyImpulseImpl
+    getImpulse*: TConstraintGetImpulseImpl
+  #/ Callback function type that gets called before solving a joint.
+  TConstraintPreSolveFunc* = proc (constraint: PConstraint; space: PSpace){.
+    cdecl.}
+  #/ Callback function type that gets called after solving a joint.
+  TConstraintPostSolveFunc* = proc (constraint: PConstraint; space: PSpace){.
+    cdecl.}
+
+##cp property emulators
+template defGetter(otype: typedesc, memberType: typedesc, memberName, procName: untyped) =
+  proc `get procName`*(obj: otype): memberType {.cdecl.} =
+    return obj.memberName
+template defSetter(otype: typedesc, memberType: typedesc, memberName, procName: untyped) =
+  proc `set procName`*(obj: otype, value: memberType) {.cdecl.} =
+    obj.memberName = value
+template defProp(otype: typedesc, memberType: typedesc, memberName, procName: untyped) =
+  defGetter(otype, memberType, memberName, procName)
+  defSetter(otype, memberType, memberName, procName)
+
+
+##cpspace.h
+proc allocSpace*(): PSpace {.
+  importc: "cpSpaceAlloc", dynlib: Lib.}
+proc Init*(space: PSpace): PSpace {.
+  importc: "cpSpaceInit", dynlib: Lib.}
+proc newSpace*(): PSpace {.
+  importc: "cpSpaceNew", dynlib: Lib.}
+proc destroy*(space: PSpace) {.
+  importc: "cpSpaceDestroy", dynlib: Lib.}
+proc free*(space: PSpace) {.
+  importc: "cpSpaceFree", dynlib: Lib.}
+
+defProp(PSpace, cint, iterations, Iterations)
+defProp(PSpace, TVector, gravity, Gravity)
+defProp(PSpace, CpFloat, damping, Damping)
+defProp(PSpace, CpFloat, idleSpeedThreshold, IdleSpeedThreshold)
+defProp(PSpace, CpFloat, sleepTimeThreshold, SleepTimeThreshold)
+defProp(PSpace, CpFloat, collisionSlop, CollisionSlop)
+defProp(PSpace, CpFloat, collisionBias, CollisionBias)
+defProp(PSpace, TTimestamp, collisionPersistence, CollisionPersistence)
+defProp(PSpace, Bool32, enableContactGraph, EnableContactGraph)
+defProp(PSpace, pointer, data, UserData)
+defGetter(PSpace, PBody, staticBody, StaticBody)
+defGetter(PSpace, CpFloat, currDt, CurrentTimeStep)
+
+
+#/ returns true from inside a callback and objects cannot be added/removed.
+proc isLocked*(space: PSpace): bool{.inline.} =
+  result = space.locked.bool
+
+#/ Set a default collision handler for this space.
+#/ The default collision handler is invoked for each colliding pair of shapes
+#/ that isn't explicitly handled by a specific collision handler.
+#/ You can pass NULL for any function you don't want to implement.
+proc setDefaultCollisionHandler*(space: PSpace; begin: TCollisionBeginFunc;
+                                  preSolve: TCollisionPreSolveFunc;
+                                  postSolve: TCollisionPostSolveFunc;
+                                  separate: TCollisionSeparateFunc;
+                                  data: pointer){.
+  cdecl, importc: "cpSpaceSetDefaultCollisionHandler", dynlib: Lib.}
+#/ Set a collision handler to be used whenever the two shapes with the given collision types collide.
+#/ You can pass NULL for any function you don't want to implement.
+proc addCollisionHandler*(space: PSpace; a, b: TCollisionType;
+                           begin: TCollisionBeginFunc;
+                           preSolve: TCollisionPreSolveFunc;
+                           postSolve: TCollisionPostSolveFunc;
+                           separate: TCollisionSeparateFunc; data: pointer){.
+  cdecl, importc: "cpSpaceAddCollisionHandler", dynlib: Lib.}
+#/ Unset a collision handler.
+proc removeCollisionHandler*(space: PSpace; a: TCollisionType;
+                                  b: TCollisionType){.
+  cdecl, importc: "cpSpaceRemoveCollisionHandler", dynlib: Lib.}
+#/ Add a collision shape to the simulation.
+#/ If the shape is attached to a static body, it will be added as a static shape.
+proc addShape*(space: PSpace; shape: PShape): PShape{.
+  cdecl, importc: "cpSpaceAddShape", dynlib: Lib.}
+#/ Explicitly add a shape as a static shape to the simulation.
+proc addStaticShape*(space: PSpace; shape: PShape): PShape{.
+  cdecl, importc: "cpSpaceAddStaticShape", dynlib: Lib.}
+#/ Add a rigid body to the simulation.
+proc addBody*(space: PSpace; body: PBody): PBody{.
+  cdecl, importc: "cpSpaceAddBody", dynlib: Lib.}
+#/ Add a constraint to the simulation.
+proc addConstraint*(space: PSpace; constraint: PConstraint): PConstraint{.
+    cdecl, importc: "cpSpaceAddConstraint", dynlib: Lib.}
+#/ Remove a collision shape from the simulation.
+proc removeShape*(space: PSpace; shape: PShape){.
+  cdecl, importc: "cpSpaceRemoveShape", dynlib: Lib.}
+#/ Remove a collision shape added using cpSpaceAddStaticShape() from the simulation.
+proc removeStaticShape*(space: PSpace; shape: PShape){.
+  cdecl, importc: "cpSpaceRemoveStaticShape", dynlib: Lib.}
+#/ Remove a rigid body from the simulation.
+proc removeBody*(space: PSpace; body: PBody){.
+  cdecl, importc: "cpSpaceRemoveBody", dynlib: Lib.}
+#/ Remove a constraint from the simulation.
+proc RemoveConstraint*(space: PSpace; constraint: PConstraint){.
+  cdecl, importc: "cpSpaceRemoveConstraint", dynlib: Lib.}
+#/ Test if a collision shape has been added to the space.
+proc containsShape*(space: PSpace; shape: PShape): bool{.
+  cdecl, importc: "cpSpaceContainsShape", dynlib: Lib.}
+#/ Test if a rigid body has been added to the space.
+proc containsBody*(space: PSpace; body: PBody): bool{.
+  cdecl, importc: "cpSpaceContainsBody", dynlib: Lib.}
+#/ Test if a constraint has been added to the space.
+
+proc containsConstraint*(space: PSpace; constraint: PConstraint): bool{.
+  cdecl, importc: "cpSpaceContainsConstraint", dynlib: Lib.}
+#/ Schedule a post-step callback to be called when cpSpaceStep() finishes.
+#/ @c obj is used a key, you can only register one callback per unique value for @c obj
+proc addPostStepCallback*(space: PSpace; fun: TPostStepFunc;
+                               obj: pointer; data: pointer){.
+  cdecl, importc: "cpSpaceAddPostStepCallback", dynlib: Lib.}
+
+#/ Query the space at a point and call @c func for each shape found.
+proc pointQuery*(space: PSpace; point: TVector; layers: TLayers;
+                      group: TGroup; fun: TSpacePointQueryFunc; data: pointer){.
+  cdecl, importc: "cpSpacePointQuery", dynlib: Lib.}
+
+#/ Query the space at a point and return the first shape found. Returns NULL if no shapes were found.
+proc pointQueryFirst*(space: PSpace; point: TVector; layers: TLayers;
+                       group: TGroup): PShape{.
+  cdecl, importc: "cpSpacePointQueryFirst", dynlib: Lib.}
+
+#/ Perform a directed line segment query (like a raycast) against the space calling @c func for each shape intersected.
+proc segmentQuery*(space: PSpace; start: TVector; to: TVector;
+                    layers: TLayers; group: TGroup;
+                    fun: TSpaceSegmentQueryFunc; data: pointer){.
+  cdecl, importc: "cpSpaceSegmentQuery", dynlib: Lib.}
+#/ Perform a directed line segment query (like a raycast) against the space and return the first shape hit. Returns NULL if no shapes were hit.
+proc segmentQueryFirst*(space: PSpace; start: TVector; to: TVector;
+                         layers: TLayers; group: TGroup;
+                         res: PSegmentQueryInfo): PShape{.
+  cdecl, importc: "cpSpaceSegmentQueryFirst", dynlib: Lib.}
+
+#/ Perform a fast rectangle query on the space calling @c func for each shape found.
+#/ Only the shape's bounding boxes are checked for overlap, not their full shape.
+proc BBQuery*(space: PSpace; bb: TBB; layers: TLayers; group: TGroup;
+                   fun: TSpaceBBQueryFunc; data: pointer){.
+  cdecl, importc: "cpSpaceBBQuery", dynlib: Lib.}
+
+#/ Query a space for any shapes overlapping the given shape and call @c func for each shape found.
+proc shapeQuery*(space: PSpace; shape: PShape; fun: TSpaceShapeQueryFunc; data: pointer): bool {.
+  cdecl, importc: "cpSpaceShapeQuery", dynlib: Lib.}
+#/ Call cpBodyActivate() for any shape that is overlaps the given shape.
+proc activateShapesTouchingShape*(space: PSpace; shape: PShape){.
+    cdecl, importc: "cpSpaceActivateShapesTouchingShape", dynlib: Lib.}
+
+#/ Call @c func for each body in the space.
+proc eachBody*(space: PSpace; fun: TSpaceBodyIteratorFunc; data: pointer){.
+  cdecl, importc: "cpSpaceEachBody", dynlib: Lib.}
+
+#/ Call @c func for each shape in the space.
+proc eachShape*(space: PSpace; fun: TSpaceShapeIteratorFunc;
+                     data: pointer){.
+  cdecl, importc: "cpSpaceEachShape", dynlib: Lib.}
+#/ Call @c func for each shape in the space.
+proc eachConstraint*(space: PSpace; fun: TSpaceConstraintIteratorFunc;
+                          data: pointer){.
+  cdecl, importc: "cpSpaceEachConstraint", dynlib: Lib.}
+#/ Update the collision detection info for the static shapes in the space.
+proc reindexStatic*(space: PSpace){.
+  cdecl, importc: "cpSpaceReindexStatic", dynlib: Lib.}
+#/ Update the collision detection data for a specific shape in the space.
+proc reindexShape*(space: PSpace; shape: PShape){.
+  cdecl, importc: "cpSpaceReindexShape", dynlib: Lib.}
+#/ Update the collision detection data for all shapes attached to a body.
+proc reindexShapesForBody*(space: PSpace; body: PBody){.
+  cdecl, importc: "cpSpaceReindexShapesForBody", dynlib: Lib.}
+#/ Switch the space to use a spatial has as it's spatial index.
+proc SpaceUseSpatialHash*(space: PSpace; dim: CpFloat; count: cint){.
+  cdecl, importc: "cpSpaceUseSpatialHash", dynlib: Lib.}
+#/ Step the space forward in time by @c dt.
+proc step*(space: PSpace; dt: CpFloat) {.
+  cdecl, importc: "cpSpaceStep", dynlib: Lib.}
+
+
+#/ Convenience constructor for cpVect structs.
+proc vector*(x, y: CpFloat): TVector {.inline.} =
+  result.x = x
+  result.y = y
+proc newVector*(x, y: CpFloat): TVector {.inline.} =
+  return vector(x, y)
+#let VectorZero* = newVector(0.0, 0.0)
+var VectorZero* = newVector(0.0, 0.0)
+
+#/ Vector dot product.
+proc dot*(v1, v2: TVector): CpFloat {.inline.} =
+  result = v1.x * v2.x + v1.y * v2.y
+
+#/ Returns the length of v.
+#proc len*(v: TVector): CpFloat {.
+#  cdecl, importc: "cpvlength", dynlib: Lib.}
+proc len*(v: TVector): CpFloat {.inline.} =
+  result = v.dot(v).sqrt
+#/ Spherical linearly interpolate between v1 and v2.
+proc slerp*(v1, v2: TVector; t: CpFloat): TVector {.
+  cdecl, importc: "cpvslerp", dynlib: Lib.}
+#/ Spherical linearly interpolate between v1 towards v2 by no more than angle a radians
+proc slerpconst*(v1, v2: TVector; a: CpFloat): TVector {.
+  cdecl, importc: "cpvslerpconst", dynlib: Lib.}
+#/ Returns the unit length vector for the given angle (in radians).
+#proc vectorForAngle*(a: CpFloat): TVector {.
+#  cdecl, importc: "cpvforangle", dynlib: Lib.}
+proc vectorForAngle*(a: CpFloat): TVector {.inline.} =
+  result = newVector(math.cos(a), math.sin(a))
+#/ Returns the angular direction v is pointing in (in radians).
+proc toAngle*(v: TVector): CpFloat {.inline.} =
+  result = math.arctan2(v.y, v.x)
+#/	Returns a string representation of v. Intended mostly for debugging purposes and not production use.
+#/	@attention The string points to a static local and is reset every time the function is called.
+#/	If you want to print more than one vector you will have to split up your printing onto separate lines.
+proc `$`*(v: TVector): cstring {.cdecl, importc: "cpvstr", dynlib: Lib.}
+
+
+#/ Check if two vectors are equal. (Be careful when comparing floating point numbers!)
+proc `==`*(v1, v2: TVector): bool {.inline.} =
+  result = v1.x == v2.x and v1.y == v2.y
+
+#/ Add two vectors
+proc `+`*(v1, v2: TVector): TVector {.inline.} =
+  result = newVector(v1.x + v2.x, v1.y + v2.y)
+proc `+=`*(v1: var TVector; v2: TVector) =
+  v1.x = v1.x + v2.x
+  v1.y = v1.y + v2.y
+
+#/ Subtract two vectors.
+proc `-`*(v1, v2: TVector): TVector {.inline.} =
+  result = newVector(v1.x - v2.x, v1.y - v2.y)
+proc `-=`*(v1: var TVector; v2: TVector) =
+  v1.x = v1.x - v2.x
+  v1.y = v1.y - v2.y
+
+#/ Negate a vector.
+proc `-`*(v: TVector): TVector {.inline.} =
+  result = newVector(- v.x, - v.y)
+
+#/ Scalar multiplication.
+proc `*`*(v: TVector, s: CpFloat): TVector {.inline.} =
+  result.x = v.x * s
+  result.y = v.y * s
+proc `*=`*(v: var TVector; s: CpFloat) =
+  v.x = v.x * s
+  v.y = v.y * s
+
+#/ 2D vector cross product analog.
+#/ The cross product of 2D vectors results in a 3D vector with only a z component.
+#/ This function returns the magnitude of the z value.
+proc cross*(v1, v2: TVector): CpFloat {.inline.} =
+  result = v1.x * v2.y - v1.y * v2.x
+
+#/ Returns a perpendicular vector. (90 degree rotation)
+proc perp*(v: TVector): TVector {.inline.} =
+  result = newVector(- v.y, v.x)
+
+#/ Returns a perpendicular vector. (-90 degree rotation)
+proc rperp*(v: TVector): TVector {.inline.} =
+  result = newVector(v.y, - v.x)
+
+#/ Returns the vector projection of v1 onto v2.
+proc project*(v1,v2: TVector): TVector {.inline.} =
+  result = v2 * (v1.dot(v2) / v2.dot(v2))
+
+#/ Uses complex number multiplication to rotate v1 by v2. Scaling will occur if v1 is not a unit vector.
+
+proc rotate*(v1, v2: TVector): TVector {.inline.} =
+  result = newVector(v1.x * v2.x - v1.y * v2.y, v1.x * v2.y + v1.y * v2.x)
+#/ Inverse of cpvrotate().
+proc unrotate*(v1, v2: TVector): TVector {.inline.} =
+  result = newVector(v1.x * v2.x + v1.y * v2.y, v1.y * v2.x - v1.x * v2.y)
+#/ Returns the squared length of v. Faster than cpvlength() when you only need to compare lengths.
+proc lenSq*(v: TVector): CpFloat {.inline.} =
+  result = v.dot(v)
+#/ Linearly interpolate between v1 and v2.
+proc lerp*(v1, v2: TVector; t: CpFloat): TVector {.inline.} =
+  result = (v1 * (1.0 - t)) + (v2 * t)
+#/ Returns a normalized copy of v.
+proc normalize*(v: TVector): TVector {.inline.} =
+  result = v * (1.0 / v.len)
+#/ Returns a normalized copy of v or cpvzero if v was already cpvzero. Protects against divide by zero errors.
+proc normalizeSafe*(v: TVector): TVector {.inline.} =
+  result = if v.x == 0.0 and v.y == 0.0: VectorZero else: v.normalize
+#/ Clamp v to length len.
+proc clamp*(v: TVector; len: CpFloat): TVector {.inline.} =
+  result = if v.dot(v) > len * len: v.normalize * len else: v
+#/ Linearly interpolate between v1 towards v2 by distance d.
+proc lerpconst*(v1, v2: TVector; d: CpFloat): TVector {.inline.} =
+  result = v1 + clamp(v2 - v1, d)             #vadd(v1 + vclamp(vsub(v2, v1), d))
+#/ Returns the distance between v1 and v2.
+proc dist*(v1, v2: TVector): CpFloat {.inline.} =
+  result = (v1 - v2).len #vlength(vsub(v1, v2))
+#/ Returns the squared distance between v1 and v2. Faster than cpvdist() when you only need to compare distances.
+proc distsq*(v1, v2: TVector): CpFloat {.inline.} =
+  result = (v1 - v2).lenSq  #vlengthsq(vsub(v1, v2))
+#/ Returns true if the distance between v1 and v2 is less than dist.
+proc near*(v1, v2: TVector; dist: CpFloat): bool{.inline.} =
+  result = v1.distSq(v2) < dist * dist
+
+
+
+##cpBody.h
+proc allocBody*(): PBody {.importc: "cpBodyAlloc", dynlib: Lib.}
+proc init*(body: PBody; m: CpFloat; i: CpFloat): PBody {.
+  importc: "cpBodyInit", dynlib: Lib.}
+proc newBody*(m: CpFloat; i: CpFloat): PBody {.
+  importc: "cpBodyNew", dynlib: Lib.}
+
+proc initStaticBody*(body: PBody): PBody{.
+  importc: "cpBodyInitStatic", dynlib: Lib.}
+#/ Allocate and initialize a static cpBody.
+proc newStatic*(): PBody{.importc: "cpBodyNewStatic", dynlib: Lib.}
+#/ Destroy a cpBody.
+proc destroy*(body: PBody){.importc: "cpBodyDestroy", dynlib: Lib.}
+#/ Destroy and free a cpBody.
+proc free*(body: PBody){.importc: "cpBodyFree", dynlib: Lib.}
+
+#/ Wake up a sleeping or idle body.
+proc activate*(body: PBody){.importc: "cpBodyActivate", dynlib: Lib.}
+#/ Wake up any sleeping or idle bodies touching a static body.
+proc activateStatic*(body: PBody; filter: PShape){.
+    importc: "cpBodyActivateStatic", dynlib: Lib.}
+#/ Force a body to fall asleep immediately.
+proc Sleep*(body: PBody){.importc: "cpBodySleep", dynlib: Lib.}
+#/ Force a body to fall asleep immediately along with other bodies in a group.
+proc SleepWithGroup*(body: PBody; group: PBody){.
+    importc: "cpBodySleepWithGroup", dynlib: Lib.}
+#/ Returns true if the body is sleeping.
+proc isSleeping*(body: PBody): bool {.inline.} =
+  return body.node.root != nil
+#/ Returns true if the body is static.
+proc isStatic*(body: PBody): bool {.inline.} =
+  return body.node.idleTime == CpInfinity
+#/ Returns true if the body has not been added to a space.
+proc isRogue*(body: PBody): bool {.inline.} =
+  return body.space == nil
+
+# #define CP_DefineBodyStructGetter(type, member, name) \
+# static inline type cpBodyGet##name(const cpBody *body){return body->member;}
+# #define CP_DefineBodyStructSetter(type, member, name) \
+# static inline void cpBodySet##name(cpBody *body, const type value){ \
+# 	cpBodyActivate(body); \
+# 	cpBodyAssertSane(body); \
+# 	body->member = value; \
+# }
+# #define CP_DefineBodyStructProperty(type, member, name) \
+# CP_DefineBodyStructGetter(type, member, name) \
+# CP_DefineBodyStructSetter(type, member, name)
+
+defGetter(PBody, CpFloat, m, Mass)
+#/ Set the mass of a body.
+when defined(MoreNim):
+  defSetter(PBody, CpFloat, m, Mass)
+else:
+  proc setMass*(body: PBody; m: CpFloat){.
+    cdecl, importc: "cpBodySetMass", dynlib: Lib.}
+
+#/ Get the moment of a body.
+defGetter(PBody, CpFloat, i, Moment)
+#/ Set the moment of a body.
+when defined(MoreNim):
+  defSetter(PBody, CpFloat, i, Moment)
+else:
+  proc SetMoment*(body: PBody; i: CpFloat) {.
+    cdecl, importc: "cpBodySetMoment", dynlib: Lib.}
+
+#/ Get the position of a body.
+defGetter(PBody, TVector, p, Pos)
+#/ Set the position of a body.
+when defined(MoreNim):
+  defSetter(PBody, TVector, p, Pos)
+else:
+  proc setPos*(body: PBody; pos: TVector) {.
+    cdecl, importc: "cpBodySetPos", dynlib: Lib.}
+
+defProp(PBody, TVector, v, Vel)
+defProp(PBody, TVector, f, Force)
+
+#/ Get the angle of a body.
+defGetter(PBody, CpFloat, a, Angle)
+#/ Set the angle of a body.
+proc setAngle*(body: PBody; a: CpFloat){.
+  cdecl, importc: "cpBodySetAngle", dynlib: Lib.}
+
+defProp(PBody, CpFloat, w, AngVel)
+defProp(PBody, CpFloat, t, Torque)
+defGetter(PBody, TVector, rot, Rot)
+defProp(PBody, CpFloat, v_limit, VelLimit)
+defProp(PBody, CpFloat, w_limit, AngVelLimit)
+defProp(PBody, pointer, data, UserData)
+
+#/ Default Integration functions.
+proc UpdateVelocity*(body: PBody; gravity: TVector; damping: CpFloat; dt: CpFloat){.
+  cdecl, importc: "cpBodyUpdateVelocity", dynlib: Lib.}
+proc UpdatePosition*(body: PBody; dt: CpFloat){.
+  cdecl, importc: "cpBodyUpdatePosition", dynlib: Lib.}
+#/ Convert body relative/local coordinates to absolute/world coordinates.
+proc Local2World*(body: PBody; v: TVector): TVector{.inline.} =
+  result = body.p + v.rotate(body.rot) ##return cpvadd(body.p, cpvrotate(v, body.rot))
+#/ Convert body absolute/world coordinates to  relative/local coordinates.
+proc world2Local*(body: PBody; v: TVector): TVector{.inline.} =
+  result = (v - body.p).unrotate(body.rot)
+#/ Set the forces and torque or a body to zero.
+proc resetForces*(body: PBody){.
+  cdecl, importc: "cpBodyResetForces", dynlib: Lib.}
+#/ Apply an force (in world coordinates) to the body at a point relative to the center of gravity (also in world coordinates).
+proc applyForce*(body: PBody; f, r: TVector){.
+  cdecl, importc: "cpBodyApplyForce", dynlib: Lib.}
+#/ Apply an impulse (in world coordinates) to the body at a point relative to the center of gravity (also in world coordinates).
+proc applyImpulse*(body: PBody; j, r: TVector){.
+  cdecl, importc: "cpBodyApplyImpulse", dynlib: Lib.}
+#/ Get the velocity on a body (in world units) at a point on the body in world coordinates.
+
+proc getVelAtWorldPoint*(body: PBody; point: TVector): TVector{.
+  cdecl, importc: "cpBodyGetVelAtWorldPoint", dynlib: Lib.}
+#/ Get the velocity on a body (in world units) at a point on the body in local coordinates.
+proc getVelAtLocalPoint*(body: PBody; point: TVector): TVector{.
+  cdecl, importc: "cpBodyGetVelAtLocalPoint", dynlib: Lib.}
+#/ Get the kinetic energy of a body.
+# static inline CpFloat cpBodyKineticEnergy(const cpBody *body)
+# {
+# 	// Need to do some fudging to avoid NaNs
+# 	cpFloat vsq = cpvdot(body->v, body->v);
+# 	cpFloat wsq = body->w*body->w;
+# 	return (vsq ? vsq*body->m : 0.0f) + (wsq ? wsq*body->i : 0.0f);
+# }
+proc kineticEnergy*(body: PBOdy): CpFloat =
+  result = (body.v.dot(body.v) * body.m) + (body.w * body.w * body.i)
+
+#/ Call @c func once for each shape attached to @c body and added to the space.
+proc eachShape*(body: PBody; fun: TBodyShapeIteratorFunc;
+                      data: pointer){.
+  cdecl, importc: "cpBodyEachShape", dynlib: Lib.}
+#/ Call @c func once for each constraint attached to @c body and added to the space.
+proc eachConstraint*(body: PBody; fun: TBodyConstraintIteratorFunc;
+                           data: pointer) {.
+  cdecl, importc: "cpBodyEachConstraint", dynlib: Lib.}
+#/ Call @c func once for each arbiter that is currently active on the body.
+proc eachArbiter*(body: PBody; fun: TBodyArbiterIteratorFunc;
+                        data: pointer){.
+  cdecl, importc: "cpBodyEachArbiter", dynlib: Lib.}
+#/ Allocate a spatial hash.
+proc SpaceHashAlloc*(): PSpaceHash{.
+  cdecl, importc: "cpSpaceHashAlloc", dynlib: Lib.}
+#/ Initialize a spatial hash.
+proc SpaceHashInit*(hash: PSpaceHash; celldim: CpFloat; numcells: cint;
+                    bbfun: TSpatialIndexBBFunc; staticIndex: PSpatialIndex): PSpatialIndex{.
+  cdecl, importc: "cpSpaceHashInit", dynlib: Lib.}
+#/ Allocate and initialize a spatial hash.
+proc SpaceHashNew*(celldim: CpFloat; cells: cint; bbfun: TSpatialIndexBBFunc;
+                   staticIndex: PSpatialIndex): PSpatialIndex{.
+  cdecl, importc: "cpSpaceHashNew", dynlib: Lib.}
+#/ Change the cell dimensions and table size of the spatial hash to tune it.
+#/ The cell dimensions should roughly match the average size of your objects
+#/ and the table size should be ~10 larger than the number of objects inserted.
+#/ Some trial and error is required to find the optimum numbers for efficiency.
+proc SpaceHashResize*(hash: PSpaceHash; celldim: CpFloat; numcells: cint){.
+  cdecl, importc: "cpSpaceHashResize", dynlib: Lib.}
+#MARK: AABB Tree
+
+
+#/ Allocate a bounding box tree.
+proc BBTreeAlloc*(): PBBTree{.cdecl, importc: "cpBBTreeAlloc", dynlib: Lib.}
+#/ Initialize a bounding box tree.
+proc BBTreeInit*(tree: PBBTree; bbfun: TSpatialIndexBBFunc;
+                 staticIndex: ptr TSpatialIndex): ptr TSpatialIndex{.cdecl,
+    importc: "cpBBTreeInit", dynlib: Lib.}
+#/ Allocate and initialize a bounding box tree.
+proc BBTreeNew*(bbfun: TSpatialIndexBBFunc; staticIndex: PSpatialIndex): PSpatialIndex{.
+    cdecl, importc: "cpBBTreeNew", dynlib: Lib.}
+#/ Perform a static top down optimization of the tree.
+proc BBTreeOptimize*(index: PSpatialIndex){.
+  cdecl, importc: "cpBBTreeOptimize", dynlib: Lib.}
+#/ Set the velocity function for the bounding box tree to enable temporal coherence.
+
+proc BBTreeSetVelocityFunc*(index: PSpatialIndex; fun: TBBTreeVelocityFunc){.
+    cdecl, importc: "cpBBTreeSetVelocityFunc", dynlib: Lib.}
+#MARK: Single Axis Sweep
+
+
+#/ Allocate a 1D sort and sweep broadphase.
+
+proc Sweep1DAlloc*(): ptr TSweep1D{.cdecl, importc: "cpSweep1DAlloc",
+                                    dynlib: Lib.}
+#/ Initialize a 1D sort and sweep broadphase.
+
+proc Sweep1DInit*(sweep: ptr TSweep1D; bbfun: TSpatialIndexBBFunc;
+                  staticIndex: ptr TSpatialIndex): ptr TSpatialIndex{.cdecl,
+    importc: "cpSweep1DInit", dynlib: Lib.}
+#/ Allocate and initialize a 1D sort and sweep broadphase.
+
+proc Sweep1DNew*(bbfun: TSpatialIndexBBFunc; staticIndex: ptr TSpatialIndex): ptr TSpatialIndex{.
+    cdecl, importc: "cpSweep1DNew", dynlib: Lib.}
+
+
+
+defProp(PArbiter, CpFloat, e, Elasticity)
+defProp(PArbiter, CpFloat, u, Friction)
+defProp(PArbiter, TVector, surface_vr, SurfaceVelocity)
+
+#/ Calculate the total impulse that was applied by this
+#/ This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback.
+proc totalImpulse*(obj: PArbiter): TVector {.cdecl, importc: "cpArbiterTotalImpulse", dynlib: Lib.}
+
+#/ Calculate the total impulse including the friction that was applied by this arbiter.
+#/ This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback.
+proc totalImpulseWithFriction*(obj: PArbiter): TVector {.cdecl, importc: "cpArbiterTotalImpulseWithFriction", dynlib: Lib.}
+
+#/ Calculate the amount of energy lost in a collision including static, but not dynamic friction.
+#/ This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback.
+proc totalKE*(obj: PArbiter): CpFloat {.cdecl, importc: "cpArbiterTotalKE", dynlib: Lib.}
+
+
+#/ Causes a collision pair to be ignored as if you returned false from a begin callback.
+#/ If called from a pre-step callback, you will still need to return false
+#/ if you want it to be ignored in the current step.
+proc ignore*(arb: PArbiter) {.cdecl, importc: "cpArbiterIgnore", dynlib: Lib.}
+
+#/ Return the colliding shapes involved for this arbiter.
+#/ The order of their cpSpace.collision_type values will match
+#/ the order set when the collision handler was registered.
+proc getShapes*(arb: PArbiter, a, b: var PShape) {.inline.} =
+  if arb.swappedColl.bool:
+    a = arb.b
+    b = arb.a
+  else:
+    a = arb.a
+    b = arb.b
+
+#/ A macro shortcut for defining and retrieving the shapes from an arbiter.
+#define CP_ARBITER_GET_SHAPES(arb, a, b) cpShape *a, *b; cpArbiterGetShapes(arb, &a, &b);
+template getShapes*(arb: PArbiter, name1, name2: untyped) =
+  var name1, name2: PShape
+  getShapes(arb, name1, name2)
+
+
+#/ Return the colliding bodies involved for this arbiter.
+#/ The order of the cpSpace.collision_type the bodies are associated with values will match
+#/ the order set when the collision handler was registered.
+#proc getBodies*(arb: PArbiter, a, b: var PBody) {.inline.} =
+#  getShapes(arb, shape1, shape2)
+#  a = shape1.body
+#  b = shape2.body
+
+#/ A macro shortcut for defining and retrieving the bodies from an arbiter.
+#define CP_ARBITER_GET_BODIES(arb, a, b) cpBody *a, *b; cpArbiterGetBodies(arb, &a, &b);
+template getBodies*(arb: PArbiter, name1, name2: untyped) =
+  var name1, name2: PBOdy
+  getBodies(arb, name1, name2)
+
+proc isFirstContact*(arb: PArbiter): bool {.inline.} =
+  result = arb.state == ArbiterStateFirstColl
+
+proc getCount*(arb: PArbiter): cint {.inline.} =
+  result = arb.numContacts
+
+#/ Return a contact set from an arbiter.
+proc getContactPointSet*(arb: PArbiter): TContactPointSet {.
+  cdecl, importc: "cpArbiterGetContactPointSet", dynlib: Lib.}
+#/ Get the normal of the @c ith contact point.
+proc getNormal*(arb: PArbiter; i: cint): TVector {.
+  cdecl, importc: "cpArbiterGetNormal", dynlib: Lib.}
+#/ Get the position of the @c ith contact point.
+proc getPoint*(arb: PArbiter; i: cint): TVector {.
+  cdecl, importc: "cpArbiterGetPoint", dynlib: Lib.}
+#/ Get the depth of the @c ith contact point.
+proc getDepth*(arb: PArbiter; i: cint): CpFloat {.
+  cdecl, importc: "cpArbiterGetDepth", dynlib: Lib.}
+
+##Shapes
+template defShapeSetter(memberType: typedesc, memberName: untyped, procName: untyped, activates: bool) =
+  proc `set procName`*(obj: PShape, value: memberType) {.cdecl.} =
+    if activates and obj.body != nil: obj.body.activate()
+    obj.memberName = value
+template defShapeProp(memberType: typedesc, memberName: untyped, procName: untyped, activates: bool) =
+  defGetter(PShape, memberType, memberName, procName)
+  defShapeSetter(memberType, memberName, procName, activates)
+
+#/ Destroy a shape.
+proc destroy*(shape: PShape) {.
+  cdecl, importc: "cpShapeDestroy", dynlib: Lib.}
+#/ Destroy and Free a shape.
+proc free*(shape: PShape){.
+  cdecl, importc: "cpShapeFree", dynlib: Lib.}
+#/ Update, cache and return the bounding box of a shape based on the body it's attached to.
+proc cacheBB*(shape: PShape): TBB{.
+  cdecl, importc: "cpShapeCacheBB", dynlib: Lib.}
+#/ Update, cache and return the bounding box of a shape with an explicit transformation.
+proc update*(shape: PShape; pos: TVector; rot: TVector): TBB {.
+  cdecl, importc: "cpShapeUpdate", dynlib: Lib.}
+#/ Test if a point lies within a shape.
+proc pointQuery*(shape: PShape; p: TVector): Bool32 {.
+  cdecl, importc: "cpShapePointQuery", dynlib: Lib.}
+
+#/ Perform a nearest point query. It finds the closest point on the surface of shape to a specific point.
+#/ The value returned is the distance between the points. A negative distance means the point is inside the shape.
+proc nearestPointQuery*(shape: PShape; p: TVector; res: PNearestPointQueryInfo): CpFloat {.
+  cdecl, importc: "cpShapeNearestPointQuery", dynlib: Lib.}
+#/ Perform a segment query against a shape. @c info must be a pointer to a valid cpSegmentQueryInfo structure.
+proc segmentQuery*(shape: PShape, a, b: TVector, info: PSegmentQueryInfo): bool {.
+  cdecl, importc: "cpShapeSegmentQuery", dynlib: Lib.}
+
+#/ Get the hit point for a segment query.
+## Possibly change; info to PSegmentQueryInfo
+proc queryHitPoint*(start, to: TVector, info: TSegmentQueryInfo): TVector {.inline.} =
+  result = start.lerp(to, info.t)
+
+#/ Get the hit distance for a segment query.
+proc queryHitDist*(start, to: TVector, info: TSegmentQueryInfo): CpFloat {.inline.} =
+  result = start.dist(to) * info.t
+
+defGetter(PShape, PSpace, space, Space)
+
+defGetter(PShape, PBody, body, Body)
+proc setBody*(shape: PShape, value: PBody) {.
+  cdecl, importc: "cpShapeSetBody", dynlib: Lib.}
+
+
+defGetter(PShape, TBB, bb, BB)
+defShapeProp(Bool32, sensor, Sensor, true)
+defShapeProp(CpFloat, e, Elasticity, false)
+defShapeProp(CpFloat, u, Friction, true)
+defShapeProp(TVector, surface_v, SurfaceVelocity, true)
+defShapeProp(pointer, data, UserData, false)
+defShapeProp(TCollisionType, collision_type, CollisionType, true)
+defShapeProp(TGroup, group, Group, true)
+defShapeProp(TLayers, layers, Layers, true)
+
+#/ When initializing a shape, it's hash value comes from a counter.
+#/ Because the hash value may affect iteration order, you can reset the shape ID counter
+#/ when recreating a space. This will make the simulation be deterministic.
+proc resetShapeIdCounter*(): void {.cdecl, importc: "cpResetShapeIdCounter", dynlib: Lib.}
+#/ Allocate a circle shape.
+proc CircleShapeAlloc*(): PCircleShape {.cdecl, importc: "cpCircleShapeAlloc", dynlib: Lib.}
+#/ Initialize a circle shape.
+proc init*(circle: PCircleShape, body: PBody, radius: CpFloat, offset: TVector): PCircleShape {.
+  cdecl, importc: "cpCircleShapeInit", dynlib: Lib.}
+#/ Allocate and initialize a circle shape.
+proc newCircleShape*(body: PBody, radius: CpFloat, offset: TVector): PShape {.
+  cdecl, importc: "cpCircleShapeNew", dynlib: Lib.}
+
+proc getCircleOffset*(shape: PShape): TVector {.
+  cdecl, importc: "cpCircleShapeGetOffset", dynlib: Lib.}
+proc getCircleRadius*(shape: PShape): CpFloat {.
+  cdecl, importc: "cpCircleShapeGetRadius", dynlib: Lib.}
+
+
+#/ Allocate a polygon shape.
+proc allocPolyShape*(): PPolyShape {.
+  cdecl, importc: "cpPolyShapeAlloc", dynlib: Lib.}
+#/ Initialize a polygon shape.
+#/ A convex hull will be created from the vertices.
+proc init*(poly: PPolyShape; body: PBody, numVerts: cint;
+            verts: ptr TVector; offset: TVector): PPolyShape {.
+  cdecl, importc: "cpPolyShapeInit", dynlib: Lib.}
+#/ Allocate and initialize a polygon shape.
+#/ A convex hull will be created from the vertices.
+proc newPolyShape*(body: PBody; numVerts: cint; verts: ptr TVector;
+                    offset: TVector): PShape {.
+  cdecl, importc: "cpPolyShapeNew", dynlib: Lib.}
+#/ Initialize a box shaped polygon shape.
+proc init*(poly: PPolyShape; body: PBody; width, height: CpFloat): PPolyShape {.
+  cdecl, importc: "cpBoxShapeInit", dynlib: Lib.}
+#/ Initialize an offset box shaped polygon shape.
+proc init*(poly: PPolyShape; body: PBody; box: TBB): PPolyShape {.
+  cdecl, importc: "cpBoxShapeInit2", dynlib: Lib.}
+#/ Allocate and initialize a box shaped polygon shape.
+proc newBoxShape*(body: PBody; width, height: CpFloat): PShape {.
+  cdecl, importc: "cpBoxShapeNew", dynlib: Lib.}
+#/ Allocate and initialize an offset box shaped polygon shape.
+proc newBoxShape*(body: PBody; box: TBB): PShape {.
+  cdecl, importc: "cpBoxShapeNew2", dynlib: Lib.}
+
+#/ Check that a set of vertices is convex and has a clockwise winding.
+#/ NOTE: Due to floating point precision issues, hulls created with cpQuickHull() are not guaranteed to validate!
+proc validatePoly*(verts: ptr TVector; numVerts: cint): bool {.
+  cdecl, importc: "cpPolyValidate", dynlib: Lib.}
+#/ Get the number of verts in a polygon shape.
+proc getNumVerts*(shape: PShape): cint {.
+  cdecl, importc: "cpPolyShapeGetNumVerts", dynlib: Lib.}
+#/ Get the @c ith vertex of a polygon shape.
+proc getVert*(shape: PShape; index: cint): TVector {.
+  cdecl, importc: "cpPolyShapeGetVert", dynlib: Lib.}
+
+#/ Allocate a segment shape.
+proc allocSegmentShape*(): PSegmentShape {.
+  cdecl, importc: "cpSegmentShapeAlloc", dynlib: Lib.}
+#/ Initialize a segment shape.
+proc init*(seg: PSegmentShape, body: PBody, a, b: TVector, radius: CpFloat): PSegmentShape {.
+  cdecl, importc: "cpSegmentShapeInit", dynlib: Lib.}
+#/ Allocate and initialize a segment shape.
+proc newSegmentShape*(body: PBody, a, b: TVector, radius: CpFloat): PShape {.
+  cdecl, importc: "cpSegmentShapeNew", dynlib: Lib.}
+
+proc setSegmentNeighbors*(shape: PShape, prev, next: TVector) {.
+  cdecl, importc: "cpSegmentShapeSetNeighbors", dynlib: Lib.}
+proc getSegmentA*(shape: PShape): TVector {.
+  cdecl, importc: "cpSegmentShapeGetA", dynlib: Lib.}
+proc getSegmentB*(shape: PShape): TVector {.
+  cdecl, importc: "cpSegmentShapeGetB", dynlib: Lib.}
+proc getSegmentNormal*(shape: PShape): TVector {.
+  cdecl, importc: "cpSegmentShapeGetNormal", dynlib: Lib.}
+proc getSegmentRadius*(shape: PShape): CpFloat {.
+  cdecl, importc: "cpSegmentShapeGetRadius", dynlib: Lib.}
+
+
+#/ Version string.
+#var VersionString*{.importc: "cpVersionString", dynlib: Lib.}: cstring
+#/ Calculate the moment of inertia for a circle.
+#/ @c r1 and @c r2 are the inner and outer diameters. A solid circle has an inner diameter of 0.
+when defined(MoreNim):
+  proc momentForCircle*(m, r1, r2: CpFloat; offset: TVector): CpFloat {.cdecl.} =
+    result = m * (0.5 * (r1 * r1 + r2 * r2) + lenSq(offset))
+else:
+  proc momentForCircle*(m, r1, r2: CpFloat; offset: TVector): CpFloat {.
+    cdecl, importc: "cpMomentForCircle", dynlib: Lib.}
+
+#/ Calculate area of a hollow circle.
+#/ @c r1 and @c r2 are the inner and outer diameters. A solid circle has an inner diameter of 0.
+proc AreaForCircle*(r1: CpFloat; r2: CpFloat): CpFloat {.
+  cdecl, importc: "cpAreaForCircle", dynlib: Lib.}
+#/ Calculate the moment of inertia for a line segment.
+#/ Beveling radius is not supported.
+proc MomentForSegment*(m: CpFloat; a, b: TVector): CpFloat {.
+  cdecl, importc: "cpMomentForSegment", dynlib: Lib.}
+#/ Calculate the area of a fattened (capsule shaped) line segment.
+proc AreaForSegment*(a, b: TVector; r: CpFloat): CpFloat {.
+  cdecl, importc: "cpAreaForSegment", dynlib: Lib.}
+#/ Calculate the moment of inertia for a solid polygon shape assuming it's center of gravity is at it's centroid. The offset is added to each vertex.
+proc MomentForPoly*(m: CpFloat; numVerts: cint; verts: ptr TVector; offset: TVector): CpFloat {.
+  cdecl, importc: "cpMomentForPoly", dynlib: Lib.}
+#/ Calculate the signed area of a polygon. A Clockwise winding gives positive area.
+#/ This is probably backwards from what you expect, but matches Chipmunk's the winding for poly shapes.
+proc AreaForPoly*(numVerts: cint; verts: ptr TVector): CpFloat {.
+  cdecl, importc: "cpAreaForPoly", dynlib: Lib.}
+#/ Calculate the natural centroid of a polygon.
+proc CentroidForPoly*(numVerts: cint; verts: ptr TVector): TVector {.
+  cdecl, importc: "cpCentroidForPoly", dynlib: Lib.}
+#/ Center the polygon on the origin. (Subtracts the centroid of the polygon from each vertex)
+proc RecenterPoly*(numVerts: cint; verts: ptr TVector) {.
+  cdecl, importc: "cpRecenterPoly", dynlib: Lib.}
+#/ Calculate the moment of inertia for a solid box.
+proc MomentForBox*(m, width, height: CpFloat): CpFloat {.
+  cdecl, importc: "cpMomentForBox", dynlib: Lib.}
+#/ Calculate the moment of inertia for a solid box.
+proc MomentForBox2*(m: CpFloat; box: TBB): CpFloat {.
+  cdecl, importc: "cpMomentForBox2", dynlib: Lib.}
+
+
+
+##constraints
+type
+  #TODO: all these are private
+  #TODO: defConstraintProp()
+  PPinJoint = ptr TPinJoint
+  TPinJoint{.pf.} = object
+    constraint: PConstraint
+    anchr1: TVector
+    anchr2: TVector
+    dist: CpFloat
+    r1: TVector
+    r2: TVector
+    n: TVector
+    nMass: CpFloat
+    jnAcc: CpFloat
+    jnMax: CpFloat
+    bias: CpFloat
+  PSlideJoint = ptr TSlideJoint
+  TSlideJoint{.pf.} = object
+    constraint: PConstraint
+    anchr1: TVector
+    anchr2: TVector
+    min: CpFloat
+    max: CpFloat
+    r1: TVector
+    r2: TVector
+    n: TVector
+    nMass: CpFloat
+    jnAcc: CpFloat
+    jnMax: CpFloat
+    bias: CpFloat
+  PPivotJoint = ptr TPivotJoint
+  TPivotJoint{.pf.} = object
+    constraint: PConstraint
+    anchr1: TVector
+    anchr2: TVector
+    r1: TVector
+    r2: TVector
+    k1: TVector
+    k2: TVector
+    jAcc: TVector
+    jMaxLen: CpFloat
+    bias: TVector
+  PGrooveJoint = ptr TGrooveJoint
+  TGrooveJoint{.pf.} = object
+    constraint: PConstraint
+    grv_n: TVector
+    grv_a: TVector
+    grv_b: TVector
+    anchr2: TVector
+    grv_tn: TVector
+    clamp: CpFloat
+    r1: TVector
+    r2: TVector
+    k1: TVector
+    k2: TVector
+    jAcc: TVector
+    jMaxLen: CpFloat
+    bias: TVector
+  PDampedSpring = ptr TDampedSpring
+  TDampedSpring{.pf.} = object
+    constraint: PConstraint
+    anchr1: TVector
+    anchr2: TVector
+    restLength: CpFloat
+    stiffness: CpFloat
+    damping: CpFloat
+    springForceFunc: TDampedSpringForceFunc
+    target_vrn: CpFloat
+    v_coef: CpFloat
+    r1: TVector
+    r2: TVector
+    nMass: CpFloat
+    n: TVector
+  PDampedRotarySpring = ptr TDampedRotarySpring
+  TDampedRotarySpring{.pf.} = object
+    constraint: PConstraint
+    restAngle: CpFloat
+    stiffness: CpFloat
+    damping: CpFloat
+    springTorqueFunc: TDampedRotarySpringTorqueFunc
+    target_wrn: CpFloat
+    w_coef: CpFloat
+    iSum: CpFloat
+  PRotaryLimitJoint = ptr TRotaryLimitJoint
+  TRotaryLimitJoint{.pf.} = object
+    constraint: PConstraint
+    min: CpFloat
+    max: CpFloat
+    iSum: CpFloat
+    bias: CpFloat
+    jAcc: CpFloat
+    jMax: CpFloat
+  PRatchetJoint = ptr TRatchetJoint
+  TRatchetJoint{.pf.} = object
+    constraint: PConstraint
+    angle: CpFloat
+    phase: CpFloat
+    ratchet: CpFloat
+    iSum: CpFloat
+    bias: CpFloat
+    jAcc: CpFloat
+    jMax: CpFloat
+  PGearJoint = ptr TGearJoint
+  TGearJoint{.pf.} = object
+    constraint: PConstraint
+    phase: CpFloat
+    ratio: CpFloat
+    ratio_inv: CpFloat
+    iSum: CpFloat
+    bias: CpFloat
+    jAcc: CpFloat
+    jMax: CpFloat
+  PSimpleMotor = ptr TSimpleMotor
+  TSimpleMotor{.pf.} = object
+    constraint: PConstraint
+    rate: CpFloat
+    iSum: CpFloat
+    jAcc: CpFloat
+    jMax: CpFloat
+  TDampedSpringForceFunc* = proc (spring: PConstraint; dist: CpFloat): CpFloat{.
+    cdecl.}
+  TDampedRotarySpringTorqueFunc* = proc (spring: PConstraint;
+      relativeAngle: CpFloat): CpFloat {.cdecl.}
+#/ Destroy a constraint.
+proc destroy*(constraint: PConstraint){.
+  cdecl, importc: "cpConstraintDestroy", dynlib: Lib.}
+#/ Destroy and free a constraint.111
+proc free*(constraint: PConstraint){.
+  cdecl, importc: "cpConstraintFree", dynlib: Lib.}
+
+#/ @private
+proc activateBodies(constraint: PConstraint) {.inline.} =
+  if not constraint.a.isNil: constraint.a.activate()
+  if not constraint.b.isNil: constraint.b.activate()
+
+# /// @private
+# #define CP_DefineConstraintStructGetter(type, member, name) \
+# static inline type cpConstraint##Get##name(const cpConstraint *constraint){return constraint->member;}
+# /// @private
+# #define CP_DefineConstraintStructSetter(type, member, name) \
+# static inline void cpConstraint##Set##name(cpConstraint *constraint, type value){ \
+# 	cpConstraintActivateBodies(constraint); \
+# 	constraint->member = value; \
+# }
+template defConstraintSetter(memberType: typedesc, member, name: untyped) =
+  proc `set name`*(constraint: PConstraint, value: memberType) {.cdecl.} =
+    activateBodies(constraint)
+    constraint.member = value
+template defConstraintProp(memberType: typedesc, member, name: untyped) =
+  defGetter(PConstraint, memberType, member, name)
+  defConstraintSetter(memberType, member, name)
+# CP_DefineConstraintStructGetter(cpSpace*, CP_PRIVATE(space), Space)
+defGetter(PConstraint, PSpace, space, Space)
+defGetter(PConstraint, PBody, a, A)
+defGetter(PConstraint, PBody, a, B)
+defGetter(PConstraint, CpFloat, maxForce, MaxForce)
+defGetter(PConstraint, CpFloat, errorBias, ErrorBias)
+defGetter(PConstraint, CpFloat, maxBias, MaxBias)
+defGetter(PConstraint, TConstraintPreSolveFunc, preSolve, PreSolveFunc)
+defGetter(PConstraint, TConstraintPostSolveFunc, postSolve, PostSolveFunc)
+defGetter(PConstraint, CpDataPointer, data, UserData)
+# Get the last impulse applied by this constraint.
+proc getImpulse*(constraint: PConstraint): CpFloat {.inline.} =
+  return constraint.klass.getImpulse(constraint)
+
+# #define cpConstraintCheckCast(constraint, struct) \
+# 	cpAssertHard(constraint->CP_PRIVATE(klass) == struct##GetClass(), "Constraint is not a "#struct)
+# #define CP_DefineConstraintGetter(struct, type, member, name) \
+# static inline type struct##Get##name(const cpConstraint *constraint){ \
+# 	cpConstraintCheckCast(constraint, struct); \
+# 	return ((struct *)constraint)->member; \
+# }
+# #define CP_DefineConstraintSetter(struct, type, member, name) \
+# static inline void struct##Set##name(cpConstraint *constraint, type value){ \
+# 	cpConstraintCheckCast(constraint, struct); \
+# 	cpConstraintActivateBodies(constraint); \
+# 	((struct *)constraint)->member = value; \
+# }
+template constraintCheckCast(constraint: PConstraint, ctype: untyped) =
+  assert(constraint.klass == `ctype getClass`(), "Constraint is the wrong class")
+template defCGetter(ctype: untyped, memberType: typedesc, member, name: untyped) =
+  proc `get ctype name`*(constraint: PConstraint): memberType {.cdecl.} =
+    constraintCheckCast(constraint, ctype)
+    result = cast[`P ctype`](constraint).member
+template defCSetter(ctype: untyped, memberType: typedesc, member, name: untyped) =
+  proc `set ctype name`*(constraint: PConstraint, value: memberType) {.cdecl.} =
+    constraintCheckCast(constraint, ctype)
+    activateBodies(constraint)
+    cast[`P ctype`](constraint).member = value
+template defCProp(ctype: untyped, memberType: typedesc, member, name: untyped) =
+  defCGetter(ctype, memberType, member, name)
+  defCSetter(ctype, memberType, member, name)
+
+proc PinJointGetClass*(): PConstraintClass{.
+  cdecl, importc: "cpPinJointGetClass", dynlib: Lib.}
+#/ @private
+
+#/ Allocate a pin joint.
+proc AllocPinJoint*(): PPinJoint{.
+  cdecl, importc: "cpPinJointAlloc", dynlib: Lib.}
+#/ Initialize a pin joint.
+proc PinJointInit*(joint: PPinJoint; a: PBody; b: PBody; anchr1: TVector;
+                   anchr2: TVector): PPinJoint{.
+  cdecl, importc: "cpPinJointInit", dynlib: Lib.}
+#/ Allocate and initialize a pin joint.
+proc newPinJoint*(a: PBody; b: PBody; anchr1: TVector; anchr2: TVector): PConstraint{.
+  cdecl, importc: "cpPinJointNew", dynlib: Lib.}
+# CP_DefineConstraintProperty(cpPinJoint, cpVect, anchr1, Anchr1)
+defCProp(PinJoint, TVector, anchr1, Anchr1)
+defCProp(PinJoint, TVector, anchr2, Anchr2)
+defCProp(PinJoint, CpFloat, dist, Dist)
+
+proc SlideJointGetClass*(): PConstraintClass{.
+  cdecl, importc: "cpSlideJointGetClass", dynlib: Lib.}
+#/ Allocate a slide joint.
+proc AllocSlideJoint*(): PSlideJoint{.
+  cdecl, importc: "cpSlideJointAlloc", dynlib: Lib.}
+#/ Initialize a slide joint.
+proc init*(joint: PSlideJoint; a, b: PBody; anchr1, anchr2: TVector;
+            min, max: CpFloat): PSlideJoint{.
+  cdecl, importc: "cpSlideJointInit", dynlib: Lib.}
+#/ Allocate and initialize a slide joint.
+proc newSlideJoint*(a, b: PBody; anchr1, anchr2: TVector; min, max: CpFloat): PConstraint{.
+  cdecl, importc: "cpSlideJointNew", dynlib: Lib.}
+
+defCProp(SlideJoint, TVector, anchr1, Anchr1)
+defCProp(SlideJoint, TVector, anchr2, Anchr2)
+defCProp(SlideJoint, CpFloat, min, Min)
+defCProp(SlideJoint, CpFloat, max, Max)
+
+proc PivotJointGetClass*(): PConstraintClass {.
+  cdecl, importc: "cpPivotJointGetClass", dynlib: Lib.}
+
+#/ Allocate a pivot joint
+proc allocPivotJoint*(): PPivotJoint{.
+  cdecl, importc: "cpPivotJointAlloc", dynlib: Lib.}
+#/ Initialize a pivot joint.
+proc init*(joint: PPivotJoint; a, b: PBody; anchr1, anchr2: TVector): PPivotJoint{.
+  cdecl, importc: "cpPivotJointInit", dynlib: Lib.}
+#/ Allocate and initialize a pivot joint.
+proc newPivotJoint*(a, b: PBody; pivot: TVector): PConstraint{.
+  cdecl, importc: "cpPivotJointNew", dynlib: Lib.}
+#/ Allocate and initialize a pivot joint with specific anchors.
+proc newPivotJoint*(a, b: PBody; anchr1, anchr2: TVector): PConstraint{.
+  cdecl, importc: "cpPivotJointNew2", dynlib: Lib.}
+
+defCProp(PivotJoint, TVector, anchr1, Anchr1)
+defCProp(PivotJoint, TVector, anchr2, Anchr2)
+
+
+proc GrooveJointGetClass*(): PConstraintClass{.
+  cdecl, importc: "cpGrooveJointGetClass", dynlib: Lib.}
+#/ Allocate a groove joint.
+proc GrooveJointAlloc*(): ptr TGrooveJoint{.
+  cdecl, importc: "cpGrooveJointAlloc", dynlib: Lib.}
+#/ Initialize a groove joint.
+proc Init*(joint: PGrooveJoint; a, b: PBody; groove_a, groove_b, anchr2: TVector): PGrooveJoint{.
+  cdecl, importc: "cpGrooveJointInit", dynlib: Lib.}
+#/ Allocate and initialize a groove joint.
+proc newGrooveJoint*(a, b: PBody; groove_a, groove_b, anchr2: TVector): PConstraint{.
+  cdecl, importc: "cpGrooveJointNew", dynlib: Lib.}
+
+defCGetter(GrooveJoint, TVector, grv_a, GrooveA)
+defCGetter(GrooveJoint, TVector, grv_b, GrooveB)
+# /// Set endpoint a of a groove joint's groove
+proc SetGrooveA*(constraint: PConstraint, value: TVector) {.
+  cdecl, importc: "cpGrooveJointSetGrooveA", dynlib: Lib.}
+# /// Set endpoint b of a groove joint's groove
+proc SetGrooveB*(constraint: PConstraint, value: TVector) {.
+  cdecl, importc: "cpGrooveJointSetGrooveB", dynlib: Lib.}
+defCProp(GrooveJoint, TVector, anchr2, Anchr2)
+
+proc DampedSpringGetClass*(): PConstraintClass{.
+  cdecl, importc: "cpDampedSpringGetClass", dynlib: Lib.}
+#/ Allocate a damped spring.
+proc AllocDampedSpring*(): PDampedSpring{.
+  cdecl, importc: "cpDampedSpringAlloc", dynlib: Lib.}
+#/ Initialize a damped spring.
+proc init*(joint: PDampedSpring; a, b: PBody; anchr1, anchr2: TVector;
+            restLength, stiffness, damping: CpFloat): PDampedSpring{.
+  cdecl, importc: "cpDampedSpringInit", dynlib: Lib.}
+#/ Allocate and initialize a damped spring.
+proc newDampedSpring*(a, b: PBody; anchr1, anchr2: TVector;
+                      restLength, stiffness, damping: CpFloat): PConstraint{.
+  cdecl, importc: "cpDampedSpringNew", dynlib: Lib.}
+
+# CP_DefineConstraintProperty(cpDampedSpring, cpVect, anchr1, Anchr1)
+defCProp(DampedSpring, TVector, anchr1, Anchr1)
+defCProp(DampedSpring, TVector, anchr2, Anchr2)
+defCProp(DampedSpring, CpFloat, restLength, RestLength)
+defCProp(DampedSpring, CpFloat, stiffness, Stiffness)
+defCProp(DampedSpring, CpFloat, damping, Damping)
+defCProp(DampedSpring, TDampedSpringForceFunc, springForceFunc, SpringForceFunc)
+
+
+proc DampedRotarySpringGetClass*(): PConstraintClass{.
+  cdecl, importc: "cpDampedRotarySpringGetClass", dynlib: Lib.}
+
+#/ Allocate a damped rotary spring.
+proc DampedRotarySpringAlloc*(): PDampedRotarySpring{.
+  cdecl, importc: "cpDampedRotarySpringAlloc", dynlib: Lib.}
+#/ Initialize a damped rotary spring.
+proc init*(joint: PDampedRotarySpring; a, b: PBody;
+            restAngle, stiffness, damping: CpFloat): PDampedRotarySpring{.
+  cdecl, importc: "cpDampedRotarySpringInit", dynlib: Lib.}
+#/ Allocate and initialize a damped rotary spring.
+proc DampedRotarySpringNew*(a, b: PBody; restAngle, stiffness, damping: CpFloat): PConstraint{.
+  cdecl, importc: "cpDampedRotarySpringNew", dynlib: Lib.}
+
+defCProp(DampedRotarySpring, CpFloat, restAngle, RestAngle)
+defCProp(DampedRotarySpring, CpFloat, stiffness, Stiffness)
+defCProp(DampedRotarySpring, CpFloat, damping, Damping)
+defCProp(DampedRotarySpring, TDampedRotarySpringTorqueFunc, springTorqueFunc, SpringTorqueFunc)
+
+
+proc RotaryLimitJointGetClass*(): PConstraintClass{.
+  cdecl, importc: "cpRotaryLimitJointGetClass", dynlib: Lib.}
+#/ Allocate a damped rotary limit joint.
+proc allocRotaryLimitJoint*(): PRotaryLimitJoint{.
+  cdecl, importc: "cpRotaryLimitJointAlloc", dynlib: Lib.}
+#/ Initialize a damped rotary limit joint.
+proc init*(joint: PRotaryLimitJoint; a, b: PBody; min, max: CpFloat): PRotaryLimitJoint{.
+  cdecl, importc: "cpRotaryLimitJointInit", dynlib: Lib.}
+#/ Allocate and initialize a damped rotary limit joint.
+proc newRotaryLimitJoint*(a, b: PBody; min, max: CpFloat): PConstraint{.
+  cdecl, importc: "cpRotaryLimitJointNew", dynlib: Lib.}
+
+defCProp(RotaryLimitJoint, CpFloat, min, Min)
+defCProp(RotaryLimitJoint, CpFloat, max, Max)
+
+
+proc RatchetJointGetClass*(): PConstraintClass{.
+  cdecl, importc: "cpRatchetJointGetClass", dynlib: Lib.}
+#/ Allocate a ratchet joint.
+proc AllocRatchetJoint*(): PRatchetJoint{.
+  cdecl, importc: "cpRatchetJointAlloc", dynlib: Lib.}
+#/ Initialize a ratched joint.
+proc init*(joint: PRatchetJoint; a, b: PBody; phase, ratchet: CpFloat): PRatchetJoint{.
+  cdecl, importc: "cpRatchetJointInit", dynlib: Lib.}
+#/ Allocate and initialize a ratchet joint.
+proc NewRatchetJoint*(a, b: PBody; phase, ratchet: CpFloat): PConstraint{.
+  cdecl, importc: "cpRatchetJointNew", dynlib: Lib.}
+
+defCProp(RatchetJoint, CpFloat, angle, Angle)
+defCProp(RatchetJoint, CpFloat, phase, Phase)
+defCProp(RatchetJoint, CpFloat, ratchet, Ratchet)
+
+
+proc GearJointGetClass*(): PConstraintClass{.cdecl,
+    importc: "cpGearJointGetClass", dynlib: Lib.}
+#/ Allocate a gear joint.
+proc AllocGearJoint*(): PGearJoint{.
+  cdecl, importc: "cpGearJointAlloc", dynlib: Lib.}
+#/ Initialize a gear joint.
+proc init*(joint: PGearJoint; a, b: PBody, phase, ratio: CpFloat): PGearJoint{.
+  cdecl, importc: "cpGearJointInit", dynlib: Lib.}
+#/ Allocate and initialize a gear joint.
+proc NewGearJoint*(a, b: PBody; phase, ratio: CpFloat): PConstraint{.
+  cdecl, importc: "cpGearJointNew", dynlib: Lib.}
+
+defCProp(GearJoint, CpFloat, phase, Phase)
+defCGetter(GearJoint, CpFloat, ratio, Ratio)
+#/ Set the ratio of a gear joint.
+proc GearJointSetRatio*(constraint: PConstraint; value: CpFloat){.
+  cdecl, importc: "cpGearJointSetRatio", dynlib: Lib.}
+
+
+proc SimpleMotorGetClass*(): PConstraintClass{.
+  cdecl, importc: "cpSimpleMotorGetClass", dynlib: Lib.}
+#/ Allocate a simple motor.
+proc AllocSimpleMotor*(): PSimpleMotor{.
+  cdecl, importc: "cpSimpleMotorAlloc", dynlib: Lib.}
+#/ initialize a simple motor.
+proc init*(joint: PSimpleMotor; a, b: PBody;
+                      rate: CpFloat): PSimpleMotor{.
+  cdecl, importc: "cpSimpleMotorInit", dynlib: Lib.}
+#/ Allocate and initialize a simple motor.
+proc newSimpleMotor*(a, b: PBody; rate: CpFloat): PConstraint{.
+  cdecl, importc: "cpSimpleMotorNew", dynlib: Lib.}
+
+defCProp(SimpleMotor, CpFloat, rate, Rate)
+
+
+