class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS Object PhysicsServer3D
A server interface for low-level 3D physics access.

PhysicsServer3D is the server responsible for all 3D physics. It can directly create and manipulate all physics objects:

  • A space is a self-contained world for a physics simulation. It contains bodies, areas, and joints. Its state can be queried for collision and intersection information, and several parameters of the simulation can be modified.

  • A shape is a geometric shape such as a sphere, a box, a cylinder, or a polygon. It can be used for collision detection by adding it to a body/area, possibly with an extra transformation relative to the body/area's origin. Bodies/areas can have multiple (transformed) shapes added to them, and a single shape can be added to bodies/areas multiple times with different local transformations.

  • A body is a physical object which can be in static, kinematic, or rigid mode. Its state (such as position and velocity) can be queried and updated. A force integration callback can be set to customize the body's physics.

  • An area is a region in space which can be used to detect bodies and areas entering and exiting it. A body monitoring callback can be set to report entering/exiting body shapes, and similarly an area monitoring callback can be set. Gravity and damping can be overridden within the area by setting area parameters.

  • A joint is a constraint, either between two bodies or on one body relative to a point. Parameters such as the joint bias and the rest length of a spring joint can be adjusted.

Physics objects in PhysicsServer3D may be created and manipulated independently; they do not have to be tied to nodes in the scene tree.

Enum JointType<>():Enum

JOINT_TYPE_PIN = 0

The Joint3D is a PinJoint3D.


JOINT_TYPE_HINGE = 1

The Joint3D is a HingeJoint3D.


JOINT_TYPE_SLIDER = 2

The Joint3D is a SliderJoint3D.


JOINT_TYPE_CONE_TWIST = 3

The Joint3D is a ConeTwistJoint3D.


JOINT_TYPE_6DOF = 4

The Joint3D is a Generic6DOFJoint3D.


JOINT_TYPE_MAX = 5

Represents the size of the JointType enum.

Enum PinJointParam<>():Enum

PIN_JOINT_BIAS = 0

The strength with which the pinned objects try to stay in positional relation to each other.


PIN_JOINT_DAMPING = 1

The strength with which the pinned objects try to stay in velocity relation to each other.


PIN_JOINT_IMPULSE_CLAMP = 2

If above 0, this value is the maximum value for an impulse that this Joint3D puts on its ends.

Enum HingeJointParam<>():Enum

HINGE_JOINT_BIAS = 0

The speed with which the two bodies get pulled together when they move in different directions.


HINGE_JOINT_LIMIT_UPPER = 1

The maximum rotation across the Hinge.


HINGE_JOINT_LIMIT_LOWER = 2

The minimum rotation across the Hinge.


HINGE_JOINT_LIMIT_BIAS = 3

The speed with which the rotation across the axis perpendicular to the hinge gets corrected.


HINGE_JOINT_LIMIT_SOFTNESS = 4

There is currently no description for this enum. Please help us by contributing one!


HINGE_JOINT_LIMIT_RELAXATION = 5

The lower this value, the more the rotation gets slowed down.


HINGE_JOINT_MOTOR_TARGET_VELOCITY = 6

Target speed for the motor.


HINGE_JOINT_MOTOR_MAX_IMPULSE = 7

Maximum acceleration for the motor.

Enum HingeJointFlag<>():Enum

HINGE_JOINT_FLAG_USE_LIMIT = 0

If true, the Hinge has a maximum and a minimum rotation.


HINGE_JOINT_FLAG_ENABLE_MOTOR = 1

If true, a motor turns the Hinge.

Enum SliderJointParam<>():Enum

SLIDER_JOINT_LINEAR_LIMIT_UPPER = 0

The maximum difference between the pivot points on their X axis before damping happens.


SLIDER_JOINT_LINEAR_LIMIT_LOWER = 1

The minimum difference between the pivot points on their X axis before damping happens.


SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS = 2

A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.


SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION = 3

The amount of restitution once the limits are surpassed. The lower, the more velocity-energy gets lost.


SLIDER_JOINT_LINEAR_LIMIT_DAMPING = 4

The amount of damping once the slider limits are surpassed.


SLIDER_JOINT_LINEAR_MOTION_SOFTNESS = 5

A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.


SLIDER_JOINT_LINEAR_MOTION_RESTITUTION = 6

The amount of restitution inside the slider limits.


SLIDER_JOINT_LINEAR_MOTION_DAMPING = 7

The amount of damping inside the slider limits.


SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS = 8

A factor applied to the movement across axes orthogonal to the slider.


SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION = 9

The amount of restitution when movement is across axes orthogonal to the slider.


SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING = 10

The amount of damping when movement is across axes orthogonal to the slider.


SLIDER_JOINT_ANGULAR_LIMIT_UPPER = 11

The upper limit of rotation in the slider.


SLIDER_JOINT_ANGULAR_LIMIT_LOWER = 12

The lower limit of rotation in the slider.


SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS = 13

A factor applied to the all rotation once the limit is surpassed.


SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION = 14

The amount of restitution of the rotation when the limit is surpassed.


SLIDER_JOINT_ANGULAR_LIMIT_DAMPING = 15

The amount of damping of the rotation when the limit is surpassed.


SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS = 16

A factor that gets applied to the all rotation in the limits.


SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION = 17

The amount of restitution of the rotation in the limits.


SLIDER_JOINT_ANGULAR_MOTION_DAMPING = 18

The amount of damping of the rotation in the limits.


SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS = 19

A factor that gets applied to the all rotation across axes orthogonal to the slider.


SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION = 20

The amount of restitution of the rotation across axes orthogonal to the slider.


SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING = 21

The amount of damping of the rotation across axes orthogonal to the slider.


SLIDER_JOINT_MAX = 22

Represents the size of the SliderJointParam enum.

Enum ConeTwistJointParam<>():Enum

CONE_TWIST_JOINT_SWING_SPAN = 0

Swing is rotation from side to side, around the axis perpendicular to the twist axis.


CONE_TWIST_JOINT_TWIST_SPAN = 1

Twist is the rotation around the twist axis, this value defined how far the joint can twist.


CONE_TWIST_JOINT_BIAS = 2

The speed with which the swing or twist will take place.


CONE_TWIST_JOINT_SOFTNESS = 3

The ease with which the Joint3D twists, if it's too low, it takes more force to twist the joint.


CONE_TWIST_JOINT_RELAXATION = 4

Defines, how fast the swing- and twist-speed-difference on both sides gets synced.

Enum G6DOFJointAxisParam<>():Enum

G6DOF_JOINT_LINEAR_LOWER_LIMIT = 0

The minimum difference between the pivot points' axes.


G6DOF_JOINT_LINEAR_UPPER_LIMIT = 1

The maximum difference between the pivot points' axes.


G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS = 2

A factor that gets applied to the movement across the axes. The lower, the slower the movement.


G6DOF_JOINT_LINEAR_RESTITUTION = 3

The amount of restitution on the axes movement. The lower, the more velocity-energy gets lost.


G6DOF_JOINT_LINEAR_DAMPING = 4

The amount of damping that happens at the linear motion across the axes.


G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY = 5

The velocity that the joint's linear motor will attempt to reach.


G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT = 6

The maximum force that the linear motor can apply while trying to reach the target velocity.


G6DOF_JOINT_ANGULAR_LOWER_LIMIT = 10

The minimum rotation in negative direction to break loose and rotate around the axes.


G6DOF_JOINT_ANGULAR_UPPER_LIMIT = 11

The minimum rotation in positive direction to break loose and rotate around the axes.


G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS = 12

A factor that gets multiplied onto all rotations across the axes.


G6DOF_JOINT_ANGULAR_DAMPING = 13

The amount of rotational damping across the axes. The lower, the more damping occurs.


G6DOF_JOINT_ANGULAR_RESTITUTION = 14

The amount of rotational restitution across the axes. The lower, the more restitution occurs.


G6DOF_JOINT_ANGULAR_FORCE_LIMIT = 15

The maximum amount of force that can occur, when rotating around the axes.


G6DOF_JOINT_ANGULAR_ERP = 16

When correcting the crossing of limits in rotation across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.


G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY = 17

Target speed for the motor at the axes.


G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT = 18

Maximum acceleration for the motor at the axes.

Enum G6DOFJointAxisFlag<>():Enum

G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT = 0

If set, linear motion is possible within the given limits.


G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT = 1

If set, rotational motion is possible.


G6DOF_JOINT_FLAG_ENABLE_MOTOR = 4

If set, there is a rotational motor across these axes.


G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR = 5

If set, there is a linear motor on this axis that targets a specific velocity.

Enum ShapeType<>():Enum

SHAPE_WORLD_BOUNDARY = 0

The Shape3D is a WorldBoundaryShape3D.


SHAPE_SEPARATION_RAY = 1

The Shape3D is a SeparationRayShape3D.


SHAPE_SPHERE = 2

The Shape3D is a SphereShape3D.


SHAPE_BOX = 3

The Shape3D is a BoxShape3D.


SHAPE_CAPSULE = 4

The Shape3D is a CapsuleShape3D.


SHAPE_CYLINDER = 5

The Shape3D is a CylinderShape3D.


SHAPE_CONVEX_POLYGON = 6

The Shape3D is a ConvexPolygonShape3D.


SHAPE_CONCAVE_POLYGON = 7

The Shape3D is a ConcavePolygonShape3D.


SHAPE_HEIGHTMAP = 8

The Shape3D is a HeightMapShape3D.


SHAPE_SOFT_BODY = 9

The Shape3D is used internally for a soft body. Any attempt to create this kind of shape results in an error.


SHAPE_CUSTOM = 10

This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.

Enum AreaParameter<>():Enum

AREA_PARAM_GRAVITY_OVERRIDE_MODE = 0

Constant to set/get gravity override mode in an area. See AreaSpaceOverrideMode for possible values.


AREA_PARAM_GRAVITY = 1

Constant to set/get gravity strength in an area.


AREA_PARAM_GRAVITY_VECTOR = 2

Constant to set/get gravity vector/center in an area.


AREA_PARAM_GRAVITY_IS_POINT = 3

Constant to set/get whether the gravity vector of an area is a direction, or a center point.


AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE = 4

Constant to set/get the distance at which the gravity strength is equal to the gravity controlled by AREA_PARAM_GRAVITY. For example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², set the gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 meters from the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the gravity), and so on.


AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE = 5

Constant to set/get linear damping override mode in an area. See AreaSpaceOverrideMode for possible values.


AREA_PARAM_LINEAR_DAMP = 6

Constant to set/get the linear damping factor of an area.


AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE = 7

Constant to set/get angular damping override mode in an area. See AreaSpaceOverrideMode for possible values.


AREA_PARAM_ANGULAR_DAMP = 8

Constant to set/get the angular damping factor of an area.


AREA_PARAM_PRIORITY = 9

Constant to set/get the priority (order of processing) of an area.


AREA_PARAM_WIND_FORCE_MAGNITUDE = 10

Constant to set/get the magnitude of area-specific wind force.


AREA_PARAM_WIND_SOURCE = 11

Constant to set/get the 3D vector that specifies the origin from which an area-specific wind blows.


AREA_PARAM_WIND_DIRECTION = 12

Constant to set/get the 3D vector that specifies the direction in which an area-specific wind blows.


AREA_PARAM_WIND_ATTENUATION_FACTOR = 13

Constant to set/get the exponential rate at which wind force decreases with distance from its origin.

Enum AreaSpaceOverrideMode<>():Enum

AREA_SPACE_OVERRIDE_DISABLED = 0

This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.


AREA_SPACE_OVERRIDE_COMBINE = 1

This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.


AREA_SPACE_OVERRIDE_COMBINE_REPLACE = 2

This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.


AREA_SPACE_OVERRIDE_REPLACE = 3

This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.


AREA_SPACE_OVERRIDE_REPLACE_COMBINE = 4

This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.

Enum BodyMode<>():Enum

BODY_MODE_STATIC = 0

Constant for static bodies. In this mode, a body can be only moved by user code and doesn't collide with other bodies along its path when moved.


BODY_MODE_KINEMATIC = 1

Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.


BODY_MODE_RIGID = 2

Constant for rigid bodies. In this mode, a body can be pushed by other bodies and has forces applied.


BODY_MODE_RIGID_LINEAR = 3

Constant for linear rigid bodies. In this mode, a body can not rotate, and only its linear velocity is affected by external forces.

Enum BodyParameter<>():Enum

BODY_PARAM_BOUNCE = 0

Constant to set/get a body's bounce factor.


BODY_PARAM_FRICTION = 1

Constant to set/get a body's friction.


BODY_PARAM_MASS = 2

Constant to set/get a body's mass.


BODY_PARAM_INERTIA = 3

Constant to set/get a body's inertia.


BODY_PARAM_CENTER_OF_MASS = 4

Constant to set/get a body's center of mass position in the body's local coordinate system.


BODY_PARAM_GRAVITY_SCALE = 5

Constant to set/get a body's gravity multiplier.


BODY_PARAM_LINEAR_DAMP_MODE = 6

Constant to set/get a body's linear damping mode. See BodyDampMode for possible values.


BODY_PARAM_ANGULAR_DAMP_MODE = 7

Constant to set/get a body's angular damping mode. See BodyDampMode for possible values.


BODY_PARAM_LINEAR_DAMP = 8

Constant to set/get a body's linear damping factor.


BODY_PARAM_ANGULAR_DAMP = 9

Constant to set/get a body's angular damping factor.


BODY_PARAM_MAX = 10

Represents the size of the BodyParameter enum.

Enum BodyDampMode<>():Enum

BODY_DAMP_MODE_COMBINE = 0

The body's damping value is added to any value set in areas or the default value.


BODY_DAMP_MODE_REPLACE = 1

The body's damping value replaces any value set in areas or the default value.

Enum BodyState<>():Enum

BODY_STATE_TRANSFORM = 0

Constant to set/get the current transform matrix of the body.


BODY_STATE_LINEAR_VELOCITY = 1

Constant to set/get the current linear velocity of the body.


BODY_STATE_ANGULAR_VELOCITY = 2

Constant to set/get the current angular velocity of the body.


BODY_STATE_SLEEPING = 3

Constant to sleep/wake up a body, or to get whether it is sleeping.


BODY_STATE_CAN_SLEEP = 4

Constant to set/get whether the body can sleep.

Enum AreaBodyStatus<>():Enum

AREA_BODY_ADDED = 0

The value of the first parameter and area callback function receives, when an object enters one of its shapes.


AREA_BODY_REMOVED = 1

The value of the first parameter and area callback function receives, when an object exits one of its shapes.

Enum ProcessInfo<>():Enum

INFO_ACTIVE_OBJECTS = 0

Constant to get the number of objects that are not sleeping.


INFO_COLLISION_PAIRS = 1

Constant to get the number of possible collisions.


INFO_ISLAND_COUNT = 2

Constant to get the number of space regions where a collision could occur.

Enum SpaceParameter<>():Enum

SPACE_PARAM_CONTACT_RECYCLE_RADIUS = 0

Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.


SPACE_PARAM_CONTACT_MAX_SEPARATION = 1

Constant to set/get the maximum distance a shape can be from another before they are considered separated and the contact is discarded.


SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION = 2

Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.


SPACE_PARAM_CONTACT_DEFAULT_BIAS = 3

Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision.


SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD = 4

Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.


SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD = 5

Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.


SPACE_PARAM_BODY_TIME_TO_SLEEP = 6

Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.


SPACE_PARAM_SOLVER_ITERATIONS = 7

Constant to set/get the number of solver iterations for contacts and constraints. The greater the number of iterations, the more accurate the collisions and constraints will be. However, a greater number of iterations requires more CPU power, which can decrease performance.

Enum BodyAxis<>():Enum

BODY_AXIS_LINEAR_X = 1

There is currently no description for this enum. Please help us by contributing one!


BODY_AXIS_LINEAR_Y = 2

There is currently no description for this enum. Please help us by contributing one!


BODY_AXIS_LINEAR_Z = 4

There is currently no description for this enum. Please help us by contributing one!


BODY_AXIS_ANGULAR_X = 8

There is currently no description for this enum. Please help us by contributing one!


BODY_AXIS_ANGULAR_Y = 16

There is currently no description for this enum. Please help us by contributing one!


BODY_AXIS_ANGULAR_Z = 32

There is currently no description for this enum. Please help us by contributing one!

void area_add_shape<>( RID area=, area:RID=, RID shape=, shape:RID=, Transform3D=, Transform3D:=, 0=, 0:=, 0=, 0:=, 0=, 0:=, 1=, 1:=, 0=, 0:=, 0=, 0:=, 0=, 0:=, 1=, 1:=, 0=, 0:=, 0=, 0:=, 0 )=, ):0=, bool disabled=false, disabled:bool=false, ):void

Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.

void area_attach_object_instance_id<>( RID area=, area:RID=, int id=, id:int=, ):void

Assigns the area to a descendant of Object, so it can exist in the node tree.

void area_clear_shapes<>( RID area=, area:RID=, ):void

Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later.

RID area_create<>():RID

Creates an Area3D.

int area_get_collision_layer<>( RID area=, area:RID=, ):int

Returns the physics layer or layers an area belongs to.

int area_get_collision_mask<>( RID area=, area:RID=, ):int

Returns the physics layer or layers an area can contact with.

int area_get_object_instance_id<>( RID area=, area:RID=, ):int

Gets the instance ID of the object the area is assigned to.

Variant area_get_param<>( RID area=, area:RID=, AreaParameter param=, param:AreaParameter=, ):Variant

Returns an area parameter value. A list of available parameters is on the AreaParameter constants.

RID area_get_shape<>( RID area=, area:RID=, int shape_idx=, shape_idx:int=, ):RID

Returns the RID of the nth shape of an area.

int area_get_shape_count<>( RID area=, area:RID=, ):int

Returns the number of shapes assigned to an area.

Transform3D area_get_shape_transform<>( RID area=, area:RID=, int shape_idx=, shape_idx:int=, ):Transform3D

Returns the transform matrix of a shape within an area.

RID area_get_space<>( RID area=, area:RID=, ):RID

Returns the space assigned to the area.

Transform3D area_get_transform<>( RID area=, area:RID=, ):Transform3D

Returns the transform matrix for an area.

void area_remove_shape<>( RID area=, area:RID=, int shape_idx=, shape_idx:int=, ):void

Removes a shape from an area. It does not delete the shape, so it can be reassigned later.

void area_set_area_monitor_callback<>( RID area=, area:RID=, Callable callback=, callback:Callable=, ):void

Sets the area's area monitor callback. This callback will be called when any other (shape of an) area enters or exits (a shape of) the given area, and must take the following five parameters:

  1. an integer status: either AREA_BODY_ADDED or AREA_BODY_REMOVED depending on whether the other area's shape entered or exited the area,

  2. an RID area_rid: the RID of the other area that entered or exited the area,

  3. an integer instance_id: the ObjectID attached to the other area,

  4. an integer area_shape_idx: the index of the shape of the other area that entered or exited the area,

  5. an integer self_shape_idx: the index of the shape of the area where the other area entered or exited.

By counting (or keeping track of) the shapes that enter and exit, it can be determined if an area (with all its shapes) is entering for the first time or exiting for the last time.

void area_set_collision_layer<>( RID area=, area:RID=, int layer=, layer:int=, ):void

Assigns the area to one or many physics layers.

void area_set_collision_mask<>( RID area=, area:RID=, int mask=, mask:int=, ):void

Sets which physics layers the area will monitor.

void area_set_monitor_callback<>( RID area=, area:RID=, Callable callback=, callback:Callable=, ):void

Sets the area's body monitor callback. This callback will be called when any other (shape of a) body enters or exits (a shape of) the given area, and must take the following five parameters:

  1. an integer status: either AREA_BODY_ADDED or AREA_BODY_REMOVED depending on whether the other body shape entered or exited the area,

  2. an RID body_rid: the RID of the body that entered or exited the area,

  3. an integer instance_id: the ObjectID attached to the body,

  4. an integer body_shape_idx: the index of the shape of the body that entered or exited the area,

  5. an integer self_shape_idx: the index of the shape of the area where the body entered or exited.

By counting (or keeping track of) the shapes that enter and exit, it can be determined if a body (with all its shapes) is entering for the first time or exiting for the last time.

void area_set_monitorable<>( RID area=, area:RID=, bool monitorable=, monitorable:bool=, ):void

There is currently no description for this method. Please help us by contributing one!

void area_set_param<>( RID area=, area:RID=, AreaParameter param=, param:AreaParameter=, Variant value=, value:Variant=, ):void

Sets the value for an area parameter. A list of available parameters is on the AreaParameter constants.

void area_set_ray_pickable<>( RID area=, area:RID=, bool enable=, enable:bool=, ):void

Sets object pickable with rays.

void area_set_shape<>( RID area=, area:RID=, int shape_idx=, shape_idx:int=, RID shape=, shape:RID=, ):void

Substitutes a given area shape by another. The old shape is selected by its index, the new one by its RID.

void area_set_shape_disabled<>( RID area=, area:RID=, int shape_idx=, shape_idx:int=, bool disabled=, disabled:bool=, ):void

There is currently no description for this method. Please help us by contributing one!

void area_set_shape_transform<>( RID area=, area:RID=, int shape_idx=, shape_idx:int=, Transform3D transform=, transform:Transform3D=, ):void

Sets the transform matrix for an area shape.

void area_set_space<>( RID area=, area:RID=, RID space=, space:RID=, ):void

Assigns a space to the area.

void area_set_transform<>( RID area=, area:RID=, Transform3D transform=, transform:Transform3D=, ):void

Sets the transform matrix for an area.

void body_add_collision_exception<>( RID body=, body:RID=, RID excepted_body=, excepted_body:RID=, ):void

Adds a body to the list of bodies exempt from collisions.

void body_add_constant_central_force<>( RID body=, body:RID=, Vector3=, Vector3:=, ):void

Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with body_set_constant_force(body, Vector3(0, 0, 0)).

This is equivalent to using body_add_constant_force at the body's center of mass.

void body_add_constant_force<>( RID body=, body:RID=, Vector3=, Vector3:=, Vector3=, Vector3:=, 0=, 0:=, 0 )=, ):0=, ):void

Adds a constant positioned force to the body that keeps being applied over time until cleared with body_set_constant_force(body, Vector3(0, 0, 0)).

position is the offset from the body origin in global coordinates.

void body_add_constant_torque<>( RID body=, body:RID=, Vector3 torque=, torque:Vector3=, ):void

Adds a constant rotational force without affecting position that keeps being applied over time until cleared with body_set_constant_torque(body, Vector3(0, 0, 0)).

void body_add_shape<>( RID body=, body:RID=, RID shape=, shape:RID=, Transform3D=, Transform3D:=, 0=, 0:=, 0=, 0:=, 0=, 0:=, 1=, 1:=, 0=, 0:=, 0=, 0:=, 0=, 0:=, 1=, 1:=, 0=, 0:=, 0=, 0:=, 0 )=, ):0=, bool disabled=false, disabled:bool=false, ):void

Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.

void body_apply_central_force<>( RID body=, body:RID=, Vector3=, Vector3:=, ):void

Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.

This is equivalent to using body_apply_force at the body's center of mass.

void body_apply_central_impulse<>( RID body=, body:RID=, Vector3 impulse=, impulse:Vector3=, ):void

Applies a directional impulse without affecting rotation.

An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).

This is equivalent to using body_apply_impulse at the body's center of mass.

void body_apply_force<>( RID body=, body:RID=, Vector3=, Vector3:=, Vector3=, Vector3:=, 0=, 0:=, 0 )=, ):0=, ):void

Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.

position is the offset from the body origin in global coordinates.

void body_apply_impulse<>( RID body=, body:RID=, Vector3 impulse=, impulse:Vector3=, Vector3=, Vector3:=, 0=, 0:=, 0 )=, ):0=, ):void

Applies a positioned impulse to the body.

An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).

position is the offset from the body origin in global coordinates.

void body_apply_torque<>( RID body=, body:RID=, Vector3 torque=, torque:Vector3=, ):void

Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.

void body_apply_torque_impulse<>( RID body=, body:RID=, Vector3 impulse=, impulse:Vector3=, ):void

Applies a rotational impulse to the body without affecting the position.

An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).

void body_attach_object_instance_id<>( RID body=, body:RID=, int id=, id:int=, ):void

Assigns the area to a descendant of Object, so it can exist in the node tree.

void body_clear_shapes<>( RID body=, body:RID=, ):void

Removes all shapes from a body.

RID body_create<>():RID

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int body_get_collision_layer<>( RID body=, body:RID=, ):int

Returns the physics layer or layers a body belongs to.

int body_get_collision_mask<>( RID body=, body:RID=, ):int

Returns the physics layer or layers a body can collide with.

float body_get_collision_priority<>( RID body=, body:RID=, ):float

Returns the body's collision priority.

Vector3 body_get_constant_force<>( RID body=, body:RID=, ):Vector3

Returns the body's total constant positional forces applied during each physics update.

See body_add_constant_force and body_add_constant_central_force.

Vector3 body_get_constant_torque<>( RID body=, body:RID=, ):Vector3

Returns the body's total constant rotational forces applied during each physics update.

See body_add_constant_torque.

PhysicsDirectBodyState3D body_get_direct_state<>( RID body=, body:RID=, ):PhysicsDirectBodyState3D

Returns the PhysicsDirectBodyState3D of the body. Returns null if the body is destroyed or removed from the physics space.

int body_get_max_contacts_reported<>( RID body=, body:RID=, ):int

Returns the maximum contacts that can be reported. See body_set_max_contacts_reported.

BodyMode body_get_mode<>( RID body=, body:RID=, ):BodyMode

Returns the body mode.

int body_get_object_instance_id<>( RID body=, body:RID=, ):int

Gets the instance ID of the object the area is assigned to.

Variant body_get_param<>( RID body=, body:RID=, BodyParameter param=, param:BodyParameter=, ):Variant

Returns the value of a body parameter. A list of available parameters is on the BodyParameter constants.

RID body_get_shape<>( RID body=, body:RID=, int shape_idx=, shape_idx:int=, ):RID

Returns the RID of the nth shape of a body.

int body_get_shape_count<>( RID body=, body:RID=, ):int

Returns the number of shapes assigned to a body.

Transform3D body_get_shape_transform<>( RID body=, body:RID=, int shape_idx=, shape_idx:int=, ):Transform3D

Returns the transform matrix of a body shape.

RID body_get_space<>( RID body=, body:RID=, ):RID

Returns the RID of the space assigned to a body.

Variant body_get_state<>( RID body=, body:RID=, BodyState state=, state:BodyState=, ):Variant

Returns a body state.

bool body_is_axis_locked<>( RID body=, body:RID=, BodyAxis axis=, axis:BodyAxis=, ):bool

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bool body_is_continuous_collision_detection_enabled<>( RID body=, body:RID=, ):bool

If true, the continuous collision detection mode is enabled.

bool body_is_omitting_force_integration<>( RID body=, body:RID=, ):bool

Returns whether a body uses a callback function to calculate its own physics (see body_set_force_integration_callback).

void body_remove_collision_exception<>( RID body=, body:RID=, RID excepted_body=, excepted_body:RID=, ):void

Removes a body from the list of bodies exempt from collisions.

Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.

void body_remove_shape<>( RID body=, body:RID=, int shape_idx=, shape_idx:int=, ):void

Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.

void body_reset_mass_properties<>( RID body=, body:RID=, ):void

Restores the default inertia and center of mass based on shapes to cancel any custom values previously set using body_set_param.

void body_set_axis_lock<>( RID body=, body:RID=, BodyAxis axis=, axis:BodyAxis=, bool lock=, lock:bool=, ):void

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void body_set_axis_velocity<>( RID body=, body:RID=, Vector3 axis_velocity=, axis_velocity:Vector3=, ):void

Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.

void body_set_collision_layer<>( RID body=, body:RID=, int layer=, layer:int=, ):void

Sets the physics layer or layers a body belongs to.

void body_set_collision_mask<>( RID body=, body:RID=, int mask=, mask:int=, ):void

Sets the physics layer or layers a body can collide with.

void body_set_collision_priority<>( RID body=, body:RID=, float priority=, priority:float=, ):void

Sets the body's collision priority.

void body_set_constant_force<>( RID body=, body:RID=, Vector3=, Vector3:=, ):void

Sets the body's total constant positional forces applied during each physics update.

See body_add_constant_force and body_add_constant_central_force.

void body_set_constant_torque<>( RID body=, body:RID=, Vector3 torque=, torque:Vector3=, ):void

Sets the body's total constant rotational forces applied during each physics update.

See body_add_constant_torque.

void body_set_enable_continuous_collision_detection<>( RID body=, body:RID=, bool enable=, enable:bool=, ):void

If true, the continuous collision detection mode is enabled.

Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.

void body_set_force_integration_callback<>( RID body=, body:RID=, Callable callable=, callable:Callable=, Variant userdata=null, userdata:Variant=null, ):void

Sets the function used to calculate physics for an object, if that object allows it (see body_set_omit_force_integration). The force integration function takes 2 arguments:

void body_set_max_contacts_reported<>( RID body=, body:RID=, int amount=, amount:int=, ):void

Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies. This is enabled by setting the maximum number of contacts reported to a number greater than 0.

void body_set_mode<>( RID body=, body:RID=, BodyMode mode=, mode:BodyMode=, ):void

Sets the body mode, from one of the BodyMode constants.

void body_set_omit_force_integration<>( RID body=, body:RID=, bool enable=, enable:bool=, ):void

Sets whether a body uses a callback function to calculate its own physics (see body_set_force_integration_callback).

void body_set_param<>( RID body=, body:RID=, BodyParameter param=, param:BodyParameter=, Variant value=, value:Variant=, ):void

Sets a body parameter. A list of available parameters is on the BodyParameter constants.

void body_set_ray_pickable<>( RID body=, body:RID=, bool enable=, enable:bool=, ):void

Sets the body pickable with rays if enable is set.

void body_set_shape<>( RID body=, body:RID=, int shape_idx=, shape_idx:int=, RID shape=, shape:RID=, ):void

Substitutes a given body shape by another. The old shape is selected by its index, the new one by its RID.

void body_set_shape_disabled<>( RID body=, body:RID=, int shape_idx=, shape_idx:int=, bool disabled=, disabled:bool=, ):void

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void body_set_shape_transform<>( RID body=, body:RID=, int shape_idx=, shape_idx:int=, Transform3D transform=, transform:Transform3D=, ):void

Sets the transform matrix for a body shape.

void body_set_space<>( RID body=, body:RID=, RID space=, space:RID=, ):void

Assigns a space to the body (see space_create).

void body_set_state<>( RID body=, body:RID=, BodyState state=, state:BodyState=, Variant value=, value:Variant=, ):void

Sets a body state (see BodyState constants).

bool body_test_motion<>( RID body=, body:RID=, PhysicsTestMotionParameters3D parameters=, parameters:PhysicsTestMotionParameters3D=, PhysicsTestMotionResult3D result=null, result:PhysicsTestMotionResult3D=null, ):bool

Returns true if a collision would result from moving along a motion vector from a given point in space. PhysicsTestMotionParameters3D is passed to set motion parameters. PhysicsTestMotionResult3D can be passed to return additional information.

RID box_shape_create<>():RID

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RID capsule_shape_create<>():RID

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RID concave_polygon_shape_create<>():RID

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float cone_twist_joint_get_param<>( RID joint=, joint:RID=, ConeTwistJointParam param=, param:ConeTwistJointParam=, ):float

Gets a cone_twist_joint parameter (see ConeTwistJointParam constants).

void cone_twist_joint_set_param<>( RID joint=, joint:RID=, ConeTwistJointParam param=, param:ConeTwistJointParam=, float value=, value:float=, ):void

Sets a cone_twist_joint parameter (see ConeTwistJointParam constants).

RID convex_polygon_shape_create<>():RID

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RID custom_shape_create<>():RID

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RID cylinder_shape_create<>():RID

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void free_rid<>( RID rid=, rid:RID=, ):void

Destroys any of the objects created by PhysicsServer3D. If the RID passed is not one of the objects that can be created by PhysicsServer3D, an error will be sent to the console.

bool generic_6dof_joint_get_flag<>( RID joint=, joint:RID=, Vector3=, Vector3:=, G6DOFJointAxisFlag flag=, flag:G6DOFJointAxisFlag=, ):bool

Gets a generic_6_DOF_joint flag (see G6DOFJointAxisFlag constants).

float generic_6dof_joint_get_param<>( RID joint=, joint:RID=, Vector3=, Vector3:=, G6DOFJointAxisParam param=, param:G6DOFJointAxisParam=, ):float

Gets a generic_6_DOF_joint parameter (see G6DOFJointAxisParam constants).

void generic_6dof_joint_set_flag<>( RID joint=, joint:RID=, Vector3=, Vector3:=, G6DOFJointAxisFlag flag=, flag:G6DOFJointAxisFlag=, bool enable=, enable:bool=, ):void

Sets a generic_6_DOF_joint flag (see G6DOFJointAxisFlag constants).

void generic_6dof_joint_set_param<>( RID joint=, joint:RID=, Vector3=, Vector3:=, G6DOFJointAxisParam param=, param:G6DOFJointAxisParam=, float value=, value:float=, ):void

Sets a generic_6_DOF_joint parameter (see G6DOFJointAxisParam constants).

int get_process_info<>( ProcessInfo process_info=, process_info:ProcessInfo=, ):int

Returns information about the current state of the 3D physics engine. See ProcessInfo for a list of available states.

RID heightmap_shape_create<>():RID

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bool hinge_joint_get_flag<>( RID joint=, joint:RID=, HingeJointFlag flag=, flag:HingeJointFlag=, ):bool

Gets a hinge_joint flag (see HingeJointFlag constants).

float hinge_joint_get_param<>( RID joint=, joint:RID=, HingeJointParam param=, param:HingeJointParam=, ):float

Gets a hinge_joint parameter (see HingeJointParam).

void hinge_joint_set_flag<>( RID joint=, joint:RID=, HingeJointFlag flag=, flag:HingeJointFlag=, bool enabled=, enabled:bool=, ):void

Sets a hinge_joint flag (see HingeJointFlag constants).

void hinge_joint_set_param<>( RID joint=, joint:RID=, HingeJointParam param=, param:HingeJointParam=, float value=, value:float=, ):void

Sets a hinge_joint parameter (see HingeJointParam constants).

void joint_clear<>( RID joint=, joint:RID=, ):void

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RID joint_create<>():RID

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void joint_disable_collisions_between_bodies<>( RID joint=, joint:RID=, bool disable=, disable:bool=, ):void

Sets whether the bodies attached to the Joint3D will collide with each other.

int joint_get_solver_priority<>( RID joint=, joint:RID=, ):int

Gets the priority value of the Joint3D.

JointType joint_get_type<>( RID joint=, joint:RID=, ):JointType

Returns the type of the Joint3D.

bool joint_is_disabled_collisions_between_bodies<>( RID joint=, joint:RID=, ):bool

Returns whether the bodies attached to the Joint3D will collide with each other.

void joint_make_cone_twist<>( RID joint=, joint:RID=, RID body_A=, body_A:RID=, Transform3D local_ref_A=, local_ref_A:Transform3D=, RID body_B=, body_B:RID=, Transform3D local_ref_B=, local_ref_B:Transform3D=, ):void

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void joint_make_generic_6dof<>( RID joint=, joint:RID=, RID body_A=, body_A:RID=, Transform3D local_ref_A=, local_ref_A:Transform3D=, RID body_B=, body_B:RID=, Transform3D local_ref_B=, local_ref_B:Transform3D=, ):void

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void joint_make_hinge<>( RID joint=, joint:RID=, RID body_A=, body_A:RID=, Transform3D hinge_A=, hinge_A:Transform3D=, RID body_B=, body_B:RID=, Transform3D hinge_B=, hinge_B:Transform3D=, ):void

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void joint_make_pin<>( RID joint=, joint:RID=, RID body_A=, body_A:RID=, Vector3 local_A=, local_A:Vector3=, RID body_B=, body_B:RID=, Vector3 local_B=, local_B:Vector3=, ):void

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void joint_make_slider<>( RID joint=, joint:RID=, RID body_A=, body_A:RID=, Transform3D local_ref_A=, local_ref_A:Transform3D=, RID body_B=, body_B:RID=, Transform3D local_ref_B=, local_ref_B:Transform3D=, ):void

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void joint_set_solver_priority<>( RID joint=, joint:RID=, int priority=, priority:int=, ):void

Sets the priority value of the Joint3D.

Vector3 pin_joint_get_local_a<>( RID joint=, joint:RID=, ):Vector3

Returns position of the joint in the local space of body a of the joint.

Vector3 pin_joint_get_local_b<>( RID joint=, joint:RID=, ):Vector3

Returns position of the joint in the local space of body b of the joint.

float pin_joint_get_param<>( RID joint=, joint:RID=, PinJointParam param=, param:PinJointParam=, ):float

Gets a pin_joint parameter (see PinJointParam constants).

void pin_joint_set_local_a<>( RID joint=, joint:RID=, Vector3 local_A=, local_A:Vector3=, ):void

Sets position of the joint in the local space of body a of the joint.

void pin_joint_set_local_b<>( RID joint=, joint:RID=, Vector3 local_B=, local_B:Vector3=, ):void

Sets position of the joint in the local space of body b of the joint.

void pin_joint_set_param<>( RID joint=, joint:RID=, PinJointParam param=, param:PinJointParam=, float value=, value:float=, ):void

Sets a pin_joint parameter (see PinJointParam constants).

RID separation_ray_shape_create<>():RID

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void set_active<>( bool active=, active:bool=, ):void

Activates or deactivates the 3D physics engine.

Variant shape_get_data<>( RID shape=, shape:RID=, ):Variant

Returns the shape data.

ShapeType shape_get_type<>( RID shape=, shape:RID=, ):ShapeType

Returns the type of shape (see ShapeType constants).

void shape_set_data<>( RID shape=, shape:RID=, Variant data=, data:Variant=, ):void

Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created shape_get_type.

float slider_joint_get_param<>( RID joint=, joint:RID=, SliderJointParam param=, param:SliderJointParam=, ):float

Gets a slider_joint parameter (see SliderJointParam constants).

void slider_joint_set_param<>( RID joint=, joint:RID=, SliderJointParam param=, param:SliderJointParam=, float value=, value:float=, ):void

Gets a slider_joint parameter (see SliderJointParam constants).

void soft_body_add_collision_exception<>( RID body=, body:RID=, RID body_b=, body_b:RID=, ):void

Adds the given body to the list of bodies exempt from collisions.

RID soft_body_create<>():RID

Creates a new soft body and returns its internal RID.

AABB soft_body_get_bounds<>( RID body=, body:RID=, ):AABB

Returns the bounds of the given soft body in global coordinates.

int soft_body_get_collision_layer<>( RID body=, body:RID=, ):int

Returns the physics layer or layers that the given soft body belongs to.

int soft_body_get_collision_mask<>( RID body=, body:RID=, ):int

Returns the physics layer or layers that the given soft body can collide with.

float soft_body_get_damping_coefficient<>( RID body=, body:RID=, ):float

Returns the damping coefficient of the given soft body.

float soft_body_get_drag_coefficient<>( RID body=, body:RID=, ):float

Returns the drag coefficient of the given soft body.

float soft_body_get_linear_stiffness<>( RID body=, body:RID=, ):float

Returns the linear stiffness of the given soft body.

Vector3 soft_body_get_point_global_position<>( RID body=, body:RID=, int point_index=, point_index:int=, ):Vector3

Returns the current position of the given soft body point in global coordinates.

float soft_body_get_pressure_coefficient<>( RID body=, body:RID=, ):float

Returns the pressure coefficient of the given soft body.

int soft_body_get_simulation_precision<>( RID body=, body:RID=, ):int

Returns the simulation precision of the given soft body.

RID soft_body_get_space<>( RID body=, body:RID=, ):RID

Returns the RID of the space assigned to the given soft body.

Variant soft_body_get_state<>( RID body=, body:RID=, BodyState state=, state:BodyState=, ):Variant

Returns the given soft body state (see BodyState constants).

Note: Godot's default physics implementation does not support BODY_STATE_LINEAR_VELOCITY, BODY_STATE_ANGULAR_VELOCITY, BODY_STATE_SLEEPING, or BODY_STATE_CAN_SLEEP.

float soft_body_get_total_mass<>( RID body=, body:RID=, ):float

Returns the total mass assigned to the given soft body.

bool soft_body_is_point_pinned<>( RID body=, body:RID=, int point_index=, point_index:int=, ):bool

Returns whether the given soft body point is pinned.

void soft_body_move_point<>( RID body=, body:RID=, int point_index=, point_index:int=, Vector3 global_position=, global_position:Vector3=, ):void

Moves the given soft body point to a position in global coordinates.

void soft_body_pin_point<>( RID body=, body:RID=, int point_index=, point_index:int=, bool pin=, pin:bool=, ):void

Pins or unpins the given soft body point based on the value of pin.

Note: Pinning a point effectively makes it kinematic, preventing it from being affected by forces, but you can still move it using soft_body_move_point.

void soft_body_remove_all_pinned_points<>( RID body=, body:RID=, ):void

Unpins all points of the given soft body.

void soft_body_remove_collision_exception<>( RID body=, body:RID=, RID body_b=, body_b:RID=, ):void

Removes the given body from the list of bodies exempt from collisions.

void soft_body_set_collision_layer<>( RID body=, body:RID=, int layer=, layer:int=, ):void

Sets the physics layer or layers the given soft body belongs to.

void soft_body_set_collision_mask<>( RID body=, body:RID=, int mask=, mask:int=, ):void

Sets the physics layer or layers the given soft body can collide with.

void soft_body_set_damping_coefficient<>( RID body=, body:RID=, float damping_coefficient=, damping_coefficient:float=, ):void

Sets the damping coefficient of the given soft body. Higher values will slow down the body more noticeably when forces are applied.

void soft_body_set_drag_coefficient<>( RID body=, body:RID=, float drag_coefficient=, drag_coefficient:float=, ):void

Sets the drag coefficient of the given soft body. Higher values increase this body's air resistance.

Note: This value is currently unused by Godot's default physics implementation.

void soft_body_set_linear_stiffness<>( RID body=, body:RID=, float stiffness=, stiffness:float=, ):void

Sets the linear stiffness of the given soft body. Higher values will result in a stiffer body, while lower values will increase the body's ability to bend. The value can be between 0.0 and 1.0 (inclusive).

void soft_body_set_mesh<>( RID body=, body:RID=, RID mesh=, mesh:RID=, ):void

Sets the mesh of the given soft body.

void soft_body_set_pressure_coefficient<>( RID body=, body:RID=, float pressure_coefficient=, pressure_coefficient:float=, ):void

Sets the pressure coefficient of the given soft body. Simulates pressure build-up from inside this body. Higher values increase the strength of this effect.

void soft_body_set_ray_pickable<>( RID body=, body:RID=, bool enable=, enable:bool=, ):void

Sets whether the given soft body will be pickable when using object picking.

void soft_body_set_simulation_precision<>( RID body=, body:RID=, int simulation_precision=, simulation_precision:int=, ):void

Sets the simulation precision of the given soft body. Increasing this value will improve the resulting simulation, but can affect performance. Use with care.

void soft_body_set_space<>( RID body=, body:RID=, RID space=, space:RID=, ):void

Assigns a space to the given soft body (see space_create).

void soft_body_set_state<>( RID body=, body:RID=, BodyState state=, state:BodyState=, Variant variant=, variant:Variant=, ):void

Sets the given body state for the given body (see BodyState constants).

Note: Godot's default physics implementation does not support BODY_STATE_LINEAR_VELOCITY, BODY_STATE_ANGULAR_VELOCITY, BODY_STATE_SLEEPING, or BODY_STATE_CAN_SLEEP.

void soft_body_set_total_mass<>( RID body=, body:RID=, float total_mass=, total_mass:float=, ):void

Sets the total mass for the given soft body.

void soft_body_set_transform<>( RID body=, body:RID=, Transform3D transform=, transform:Transform3D=, ):void

Sets the global transform of the given soft body.

void soft_body_update_rendering_server<>( RID body=, body:RID=, PhysicsServer3DRenderingServerHandler rendering_server_handler=, rendering_server_handler:PhysicsServer3DRenderingServerHandler=, ):void

Requests that the physics server updates the rendering server with the latest positions of the given soft body's points through the rendering_server_handler interface.

RID space_create<>():RID

Creates a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with area_set_space, or to a body with body_set_space.

PhysicsDirectSpaceState3D space_get_direct_state<>( RID space=, space:RID=, ):PhysicsDirectSpaceState3D

Returns the state of a space, a PhysicsDirectSpaceState3D. This object can be used to make collision/intersection queries.

float space_get_param<>( RID space=, space:RID=, SpaceParameter param=, param:SpaceParameter=, ):float

Returns the value of a space parameter.

bool space_is_active<>( RID space=, space:RID=, ):bool

Returns whether the space is active.

void space_set_active<>( RID space=, space:RID=, bool active=, active:bool=, ):void

Marks a space as active. It will not have an effect, unless it is assigned to an area or body.

void space_set_param<>( RID space=, space:RID=, SpaceParameter param=, param:SpaceParameter=, float value=, value:float=, ):void

Sets the value for a space parameter. A list of available parameters is on the SpaceParameter constants.

RID sphere_shape_create<>():RID

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RID world_boundary_shape_create<>():RID

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