Inheritance #

Table of contents

PhysicsServer3D #

core, not_builtin_classes, singleton

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.

Note: All the 3D physics nodes use the physics server internally. Adding a physics node to the scene tree will cause a corresponding physics object to be created in the physics server. A rigid body node registers a callback that updates the node's transform with the transform of the respective body object in the physics server (every physics update). An area node registers a callback to inform the area node about overlaps with the respective area object in the physics server. The raycast node queries the direct state of the relevant space in the physics server.

Members #

Methods #

func area_add_shape(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.

func area_attach_object_instance_id(id: int) -> void#

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

func area_clear_shapes(area: RID) -> void#

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

func area_create() -> RID#

Creates a 3D area object in the physics server, and returns the RID that identifies it. The default settings for the created area include a collision layer and mask set to 1, and monitorable set to false.

Use area_add_shape to add shapes to it, use area_set_transform to set its transform, and use area_set_space to add the area to a space. If you want the area to be detectable use area_set_monitorable.

const func area_get_collision_layer(area: RID) -> int#

Returns the physics layer or layers an area belongs to.

const func area_get_collision_mask(area: RID) -> int#

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

const func area_get_object_instance_id(area: RID) -> int#

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

const func area_get_param(param: int enumPhysicsServer3D.AreaParameter) -> Variant#

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

const func area_get_shape(shape_idx: int) -> RID#

Returns the RID of the nth shape of an area.

const func area_get_shape_count(area: RID) -> int#

Returns the number of shapes assigned to an area.

const func area_get_shape_transform(shape_idx: int) -> Transform3D#

Returns the transform matrix of a shape within an area.

const func area_get_space(area: RID) -> RID#

Returns the space assigned to the area.

const func area_get_transform(area: RID) -> Transform3D#

Returns the transform matrix for an area.

func area_remove_shape(shape_idx: int) -> void#

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

func area_set_area_monitor_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.

func area_set_collision_layer(layer: int) -> void#

Assigns the area to one or many physics layers.

func area_set_collision_mask(mask: int) -> void#

Sets which physics layers the area will monitor.

func area_set_monitor_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.

func area_set_monitorable(monitorable: bool) -> void#

func area_set_param(value: Variant) -> void#

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

func area_set_ray_pickable(enable: bool) -> void#

Sets object pickable with rays.

func area_set_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.

func area_set_shape_disabled(disabled: bool) -> void#

func area_set_shape_transform(transform: Transform3D) -> void#

Sets the transform matrix for an area shape.

func area_set_space(space: RID) -> void#

Assigns a space to the area.

func area_set_transform(transform: Transform3D) -> void#

Sets the transform matrix for an area.

func body_add_collision_exception(excepted_body: RID) -> void#

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

func body_add_constant_central_force(force: 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.

func body_add_constant_force(position: Vector3 = Vector3(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.

func body_add_constant_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)).

func body_add_shape(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.

func body_apply_central_force(force: 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.

func body_apply_central_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.

func body_apply_force(position: Vector3 = Vector3(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.

func body_apply_impulse(position: Vector3 = Vector3(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.

func body_apply_torque(torque: Vector3) -> void#

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

func body_apply_torque_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).

func body_attach_object_instance_id(id: int) -> void#

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

func body_clear_shapes(body: RID) -> void#

Removes all shapes from a body.

func body_create() -> RID#

Creates a 3D body object in the physics server, and returns the RID that identifies it. The default settings for the created area include a collision layer and mask set to 1, and body mode set to BODY_MODE_RIGID.

Use body_add_shape to add shapes to it, use body_set_state to set its transform, and use body_set_space to add the body to a space.

const func body_get_collision_layer(body: RID) -> int#

Returns the physics layer or layers a body belongs to.

const func body_get_collision_mask(body: RID) -> int#

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

const func body_get_collision_priority(body: RID) -> float#

Returns the body's collision priority.

const func body_get_constant_force(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.

const func body_get_constant_torque(body: RID) -> Vector3#

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

See body_add_constant_torque.

func body_get_direct_state(body: RID) -> PhysicsDirectBodyState3D#

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

const func body_get_max_contacts_reported(body: RID) -> int#

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

const func body_get_mode(body: RID) -> intPhysicsServer3D.BodyMode#

Returns the body mode.

const func body_get_object_instance_id(body: RID) -> int#

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

const func body_get_param(param: int enumPhysicsServer3D.BodyParameter) -> Variant#

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

const func body_get_shape(shape_idx: int) -> RID#

Returns the RID of the nth shape of a body.

const func body_get_shape_count(body: RID) -> int#

Returns the number of shapes assigned to a body.

const func body_get_shape_transform(shape_idx: int) -> Transform3D#

Returns the transform matrix of a body shape.

const func body_get_space(body: RID) -> RID#

Returns the RID of the space assigned to a body.

const func body_get_state(state: int enumPhysicsServer3D.BodyState) -> Variant#

Returns a body state.

const func body_is_axis_locked(axis: int enumPhysicsServer3D.BodyAxis) -> bool#

const func body_is_continuous_collision_detection_enabled(body: RID) -> bool#

If true, the continuous collision detection mode is enabled.

const func body_is_omitting_force_integration(body: RID) -> bool#

Returns true if the body is omitting the standard force integration. See body_set_omit_force_integration.

func body_remove_collision_exception(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.

func body_remove_shape(shape_idx: int) -> void#

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

func body_reset_mass_properties(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.

func body_set_axis_lock(lock: bool) -> void#

func body_set_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.

func body_set_collision_layer(layer: int) -> void#

Sets the physics layer or layers a body belongs to.

func body_set_collision_mask(mask: int) -> void#

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

func body_set_collision_priority(priority: float) -> void#

Sets the body's collision priority.

func body_set_constant_force(force: 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.

func body_set_constant_torque(torque: Vector3) -> void#

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

See body_add_constant_torque.

func body_set_enable_continuous_collision_detection(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.

func body_set_force_integration_callback(userdata: Variant = null) -> void#

Sets the body's custom force integration callback function to callable. Use an empty Callable ([code skip-lint]Callable()) to clear the custom callback.

The function callable will be called every physics tick, before the standard force integration (see body_set_omit_force_integration). It can be used for example to update the body's linear and angular velocity based on contact with other bodies.

If userdata is not null, the function callable must take the following two parameters:

1. state: a PhysicsDirectBodyState3D, used to retrieve and modify the body's state,

2. [code skip-lint]userdata: a Variant; its value will be the userdata passed into this method.

If userdata is null, then callable must take only the state parameter.

func body_set_max_contacts_reported(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.

func body_set_mode(mode: int enumPhysicsServer3D.BodyMode) -> void#

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

func body_set_omit_force_integration(enable: bool) -> void#

Sets whether the body omits the standard force integration. If enable is true, the body will not automatically use applied forces, torques, and damping to update the body's linear and angular velocity. In this case, body_set_force_integration_callback can be used to manually update the linear and angular velocity instead.

This method is called when the property RigidBody3D.custom_integrator is set.

func body_set_param(value: Variant) -> void#

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

func body_set_ray_pickable(enable: bool) -> void#

Sets the body pickable with rays if enable is set.

func body_set_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.

func body_set_shape_disabled(disabled: bool) -> void#

func body_set_shape_transform(transform: Transform3D) -> void#

Sets the transform matrix for a body shape.

func body_set_space(space: RID) -> void#

Assigns a space to the body (see space_create).

func body_set_state(value: Variant) -> void#

Sets a body state (see BodyState constants).

func body_set_state_sync_callback(callable: Callable) -> void#

Sets the body's state synchronization callback function to callable. Use an empty Callable ([code skip-lint]Callable()) to clear the callback.

The function callable will be called every physics frame, assuming that the body was active during the previous physics tick, and can be used to fetch the latest state from the physics server.

The function callable must take the following parameters:

1. state: a PhysicsDirectBodyState3D, used to retrieve the body's state.

func body_test_motion(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.

func box_shape_create() -> RID#

func capsule_shape_create() -> RID#

func concave_polygon_shape_create() -> RID#

const func cone_twist_joint_get_param(param: int enumPhysicsServer3D.ConeTwistJointParam) -> float#

Gets a cone_twist_joint parameter (see ConeTwistJointParam constants).

func cone_twist_joint_set_param(value: float) -> void#

Sets a cone_twist_joint parameter (see ConeTwistJointParam constants).

func convex_polygon_shape_create() -> RID#

func custom_shape_create() -> RID#

func cylinder_shape_create() -> RID#

func free_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.

const func generic_6dof_joint_get_flag(flag: int enumPhysicsServer3D.G6DOFJointAxisFlag) -> bool#

Returns the value of a generic 6DOF joint flag. See G6DOFJointAxisFlag for the list of available flags.

const func generic_6dof_joint_get_param(param: int enumPhysicsServer3D.G6DOFJointAxisParam) -> float#

Returns the value of a generic 6DOF joint parameter. See G6DOFJointAxisParam for the list of available parameters.

func generic_6dof_joint_set_flag(enable: bool) -> void#

Sets the value of a given generic 6DOF joint flag. See G6DOFJointAxisFlag for the list of available flags.

func generic_6dof_joint_set_param(value: float) -> void#

Sets the value of a given generic 6DOF joint parameter. See G6DOFJointAxisParam for the list of available parameters.

func get_process_info(process_info: int enumPhysicsServer3D.ProcessInfo) -> int#

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

func heightmap_shape_create() -> RID#

const func hinge_joint_get_flag(flag: int enumPhysicsServer3D.HingeJointFlag) -> bool#

Gets a hinge_joint flag (see HingeJointFlag constants).

const func hinge_joint_get_param(param: int enumPhysicsServer3D.HingeJointParam) -> float#

Gets a hinge_joint parameter (see HingeJointParam).

func hinge_joint_set_flag(enabled: bool) -> void#

Sets a hinge_joint flag (see HingeJointFlag constants).

func hinge_joint_set_param(value: float) -> void#

Sets a hinge_joint parameter (see HingeJointParam constants).

func joint_clear(joint: RID) -> void#

func joint_create() -> RID#

func joint_disable_collisions_between_bodies(disable: bool) -> void#

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

const func joint_get_solver_priority(joint: RID) -> int#

Gets the priority value of the Joint3D.

const func joint_get_type(joint: RID) -> intPhysicsServer3D.JointType#

Returns the type of the Joint3D.

const func joint_is_disabled_collisions_between_bodies(joint: RID) -> bool#

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

func joint_make_cone_twist(local_ref_B: Transform3D) -> void#

func joint_make_generic_6dof(local_ref_B: Transform3D) -> void#

Make the joint a generic six degrees of freedom (6DOF) joint. Use generic_6dof_joint_set_flag and generic_6dof_joint_set_param to set the joint's flags and parameters respectively.

func joint_make_hinge(hinge_B: Transform3D) -> void#

func joint_make_pin(local_B: Vector3) -> void#

func joint_make_slider(local_ref_B: Transform3D) -> void#

func joint_set_solver_priority(priority: int) -> void#

Sets the priority value of the Joint3D.

const func pin_joint_get_local_a(joint: RID) -> Vector3#

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

const func pin_joint_get_local_b(joint: RID) -> Vector3#

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

const func pin_joint_get_param(param: int enumPhysicsServer3D.PinJointParam) -> float#

Gets a pin_joint parameter (see PinJointParam constants).

func pin_joint_set_local_a(local_A: Vector3) -> void#

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

func pin_joint_set_local_b(local_B: Vector3) -> void#

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

func pin_joint_set_param(value: float) -> void#

Sets a pin_joint parameter (see PinJointParam constants).

func separation_ray_shape_create() -> RID#

func set_active(active: bool) -> void#

Activates or deactivates the 3D physics engine.

const func shape_get_data(shape: RID) -> Variant#

Returns the shape data.

const func shape_get_margin(shape: RID) -> float#

Returns the collision margin for the shape.

Note: This is not used in Godot Physics, so will always return 0.

const func shape_get_type(shape: RID) -> intPhysicsServer3D.ShapeType#

Returns the type of shape (see ShapeType constants).

func shape_set_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.

func shape_set_margin(margin: float) -> void#

Sets the collision margin for the shape.

Note: This is not used in Godot Physics.

const func slider_joint_get_param(param: int enumPhysicsServer3D.SliderJointParam) -> float#

Gets a slider_joint parameter (see SliderJointParam constants).

func slider_joint_set_param(value: float) -> void#

Gets a slider_joint parameter (see SliderJointParam constants).

func soft_body_add_collision_exception(body_b: RID) -> void#

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

func soft_body_create() -> RID#

Creates a new soft body and returns its internal RID.

const func soft_body_get_bounds(body: RID) -> AABB#

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

const func soft_body_get_collision_layer(body: RID) -> int#

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

const func soft_body_get_collision_mask(body: RID) -> int#

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

const func soft_body_get_damping_coefficient(body: RID) -> float#

Returns the damping coefficient of the given soft body.

const func soft_body_get_drag_coefficient(body: RID) -> float#

Returns the drag coefficient of the given soft body.

const func soft_body_get_linear_stiffness(body: RID) -> float#

Returns the linear stiffness of the given soft body.

const func soft_body_get_point_global_position(point_index: int) -> Vector3#

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

const func soft_body_get_pressure_coefficient(body: RID) -> float#

Returns the pressure coefficient of the given soft body.

const func soft_body_get_simulation_precision(body: RID) -> int#

Returns the simulation precision of the given soft body.

const func soft_body_get_space(body: RID) -> RID#

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

const func soft_body_get_state(state: int enumPhysicsServer3D.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.

const func soft_body_get_total_mass(body: RID) -> float#

Returns the total mass assigned to the given soft body.

const func soft_body_is_point_pinned(point_index: int) -> bool#

Returns whether the given soft body point is pinned.

func soft_body_move_point(global_position: Vector3) -> void#

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

func soft_body_pin_point(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.

func soft_body_remove_all_pinned_points(body: RID) -> void#

Unpins all points of the given soft body.

func soft_body_remove_collision_exception(body_b: RID) -> void#

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

func soft_body_set_collision_layer(layer: int) -> void#

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

func soft_body_set_collision_mask(mask: int) -> void#

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

func soft_body_set_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.

func soft_body_set_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.

func soft_body_set_linear_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).

func soft_body_set_mesh(mesh: RID) -> void#

Sets the mesh of the given soft body.

func soft_body_set_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.

func soft_body_set_ray_pickable(enable: bool) -> void#

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

func soft_body_set_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.

func soft_body_set_space(space: RID) -> void#

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

func soft_body_set_state(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.

func soft_body_set_total_mass(total_mass: float) -> void#

Sets the total mass for the given soft body.

func soft_body_set_transform(transform: Transform3D) -> void#

Sets the global transform of the given soft body.

func soft_body_update_rendering_server(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.

func 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.

func space_get_direct_state(space: RID) -> PhysicsDirectSpaceState3D#

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

const func space_get_param(param: int enumPhysicsServer3D.SpaceParameter) -> float#

Returns the value of a space parameter.

const func space_is_active(space: RID) -> bool#

Returns whether the space is active.

func space_set_active(active: bool) -> void#

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

func space_set_param(value: float) -> void#

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

func sphere_shape_create() -> RID#

func world_boundary_shape_create() -> RID#

Annotations #

Constants #

const JOINT_TYPE_PIN = 0 enum JointType#

The Joint3D is a PinJoint3D.

const JOINT_TYPE_HINGE = 1 enum JointType#

The Joint3D is a HingeJoint3D.

const JOINT_TYPE_SLIDER = 2 enum JointType#

The Joint3D is a SliderJoint3D.

const JOINT_TYPE_CONE_TWIST = 3 enum JointType#

The Joint3D is a ConeTwistJoint3D.

const JOINT_TYPE_6DOF = 4 enum JointType#

The Joint3D is a Generic6DOFJoint3D.

const JOINT_TYPE_MAX = 5 enum JointType#

Represents the size of the JointType enum.

const PIN_JOINT_BIAS = 0 enum PinJointParam#

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

The higher, the stronger.

const PIN_JOINT_DAMPING = 1 enum PinJointParam#

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

The higher, the stronger.

const PIN_JOINT_IMPULSE_CLAMP = 2 enum PinJointParam#

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

const HINGE_JOINT_BIAS = 0 enum HingeJointParam#

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

const HINGE_JOINT_LIMIT_UPPER = 1 enum HingeJointParam#

The maximum rotation across the Hinge.

const HINGE_JOINT_LIMIT_LOWER = 2 enum HingeJointParam#

The minimum rotation across the Hinge.

const HINGE_JOINT_LIMIT_BIAS = 3 enum HingeJointParam#

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

const HINGE_JOINT_LIMIT_SOFTNESS = 4 enum HingeJointParam#

const HINGE_JOINT_LIMIT_RELAXATION = 5 enum HingeJointParam#

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

const HINGE_JOINT_MOTOR_TARGET_VELOCITY = 6 enum HingeJointParam#

Target speed for the motor.

const HINGE_JOINT_MOTOR_MAX_IMPULSE = 7 enum HingeJointParam#

Maximum acceleration for the motor.

const HINGE_JOINT_FLAG_USE_LIMIT = 0 enum HingeJointFlag#

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

const HINGE_JOINT_FLAG_ENABLE_MOTOR = 1 enum HingeJointFlag#

If true, a motor turns the Hinge.

const SLIDER_JOINT_LINEAR_LIMIT_UPPER = 0 enum SliderJointParam#

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

const SLIDER_JOINT_LINEAR_LIMIT_LOWER = 1 enum SliderJointParam#

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

const SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS = 2 enum SliderJointParam#

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

const SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION = 3 enum SliderJointParam#

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

const SLIDER_JOINT_LINEAR_LIMIT_DAMPING = 4 enum SliderJointParam#

The amount of damping once the slider limits are surpassed.

const SLIDER_JOINT_LINEAR_MOTION_SOFTNESS = 5 enum SliderJointParam#

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.

const SLIDER_JOINT_LINEAR_MOTION_RESTITUTION = 6 enum SliderJointParam#

The amount of restitution inside the slider limits.

const SLIDER_JOINT_LINEAR_MOTION_DAMPING = 7 enum SliderJointParam#

The amount of damping inside the slider limits.

const SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS = 8 enum SliderJointParam#

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

const SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION = 9 enum SliderJointParam#

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

const SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING = 10 enum SliderJointParam#

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

const SLIDER_JOINT_ANGULAR_LIMIT_UPPER = 11 enum SliderJointParam#

The upper limit of rotation in the slider.

const SLIDER_JOINT_ANGULAR_LIMIT_LOWER = 12 enum SliderJointParam#

The lower limit of rotation in the slider.

const SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS = 13 enum SliderJointParam#

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

const SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION = 14 enum SliderJointParam#

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

const SLIDER_JOINT_ANGULAR_LIMIT_DAMPING = 15 enum SliderJointParam#

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

const SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS = 16 enum SliderJointParam#

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

const SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION = 17 enum SliderJointParam#

The amount of restitution of the rotation in the limits.

const SLIDER_JOINT_ANGULAR_MOTION_DAMPING = 18 enum SliderJointParam#

The amount of damping of the rotation in the limits.

const SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS = 19 enum SliderJointParam#

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

const SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION = 20 enum SliderJointParam#

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

const SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING = 21 enum SliderJointParam#

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

const SLIDER_JOINT_MAX = 22 enum SliderJointParam#

Represents the size of the SliderJointParam enum.

const CONE_TWIST_JOINT_SWING_SPAN = 0 enum ConeTwistJointParam#

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

The swing span defines, how much rotation will not get corrected along the swing axis.

Could be defined as looseness in the ConeTwistJoint3D.

If below 0.05, this behavior is locked.

const CONE_TWIST_JOINT_TWIST_SPAN = 1 enum ConeTwistJointParam#

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

Twist is locked if below 0.05.

const CONE_TWIST_JOINT_BIAS = 2 enum ConeTwistJointParam#

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

The higher, the faster.

const CONE_TWIST_JOINT_SOFTNESS = 3 enum ConeTwistJointParam#

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

const CONE_TWIST_JOINT_RELAXATION = 4 enum ConeTwistJointParam#

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

const G6DOF_JOINT_LINEAR_LOWER_LIMIT = 0 enum G6DOFJointAxisParam#

The minimum difference between the pivot points' axes.

const G6DOF_JOINT_LINEAR_UPPER_LIMIT = 1 enum G6DOFJointAxisParam#

The maximum difference between the pivot points' axes.

const G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS = 2 enum G6DOFJointAxisParam#

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

const G6DOF_JOINT_LINEAR_RESTITUTION = 3 enum G6DOFJointAxisParam#

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

const G6DOF_JOINT_LINEAR_DAMPING = 4 enum G6DOFJointAxisParam#

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

const G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY = 5 enum G6DOFJointAxisParam#

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

const G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT = 6 enum G6DOFJointAxisParam#

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

const G6DOF_JOINT_LINEAR_SPRING_STIFFNESS = 7 enum G6DOFJointAxisParam#

const G6DOF_JOINT_LINEAR_SPRING_DAMPING = 8 enum G6DOFJointAxisParam#

const G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT = 9 enum G6DOFJointAxisParam#

const G6DOF_JOINT_ANGULAR_LOWER_LIMIT = 10 enum G6DOFJointAxisParam#

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

const G6DOF_JOINT_ANGULAR_UPPER_LIMIT = 11 enum G6DOFJointAxisParam#

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

const G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS = 12 enum G6DOFJointAxisParam#

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

const G6DOF_JOINT_ANGULAR_DAMPING = 13 enum G6DOFJointAxisParam#

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

const G6DOF_JOINT_ANGULAR_RESTITUTION = 14 enum G6DOFJointAxisParam#

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

const G6DOF_JOINT_ANGULAR_FORCE_LIMIT = 15 enum G6DOFJointAxisParam#

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

const G6DOF_JOINT_ANGULAR_ERP = 16 enum G6DOFJointAxisParam#

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.

const G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY = 17 enum G6DOFJointAxisParam#

Target speed for the motor at the axes.

const G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT = 18 enum G6DOFJointAxisParam#

Maximum acceleration for the motor at the axes.

const G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS = 19 enum G6DOFJointAxisParam#

const G6DOF_JOINT_ANGULAR_SPRING_DAMPING = 20 enum G6DOFJointAxisParam#

const G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT = 21 enum G6DOFJointAxisParam#

const G6DOF_JOINT_MAX = 22 enum G6DOFJointAxisParam#

Represents the size of the G6DOFJointAxisParam enum.

const G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT = 0 enum G6DOFJointAxisFlag#

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

const G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT = 1 enum G6DOFJointAxisFlag#

If set, rotational motion is possible.

const G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING = 2 enum G6DOFJointAxisFlag#

const G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING = 3 enum G6DOFJointAxisFlag#

const G6DOF_JOINT_FLAG_ENABLE_MOTOR = 4 enum G6DOFJointAxisFlag#

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

const G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR = 5 enum G6DOFJointAxisFlag#

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

const G6DOF_JOINT_FLAG_MAX = 6 enum G6DOFJointAxisFlag#

Represents the size of the G6DOFJointAxisFlag enum.

const SHAPE_WORLD_BOUNDARY = 0 enum ShapeType#

The Shape3D is a WorldBoundaryShape3D.

const SHAPE_SEPARATION_RAY = 1 enum ShapeType#

The Shape3D is a SeparationRayShape3D.

const SHAPE_SPHERE = 2 enum ShapeType#

The Shape3D is a SphereShape3D.

const SHAPE_BOX = 3 enum ShapeType#

The Shape3D is a BoxShape3D.

const SHAPE_CAPSULE = 4 enum ShapeType#

The Shape3D is a CapsuleShape3D.

const SHAPE_CYLINDER = 5 enum ShapeType#

The Shape3D is a CylinderShape3D.

const SHAPE_CONVEX_POLYGON = 6 enum ShapeType#

The Shape3D is a ConvexPolygonShape3D.

const SHAPE_CONCAVE_POLYGON = 7 enum ShapeType#

The Shape3D is a ConcavePolygonShape3D.

const SHAPE_HEIGHTMAP = 8 enum ShapeType#

The Shape3D is a HeightMapShape3D.

const SHAPE_SOFT_BODY = 9 enum ShapeType#

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

const SHAPE_CUSTOM = 10 enum ShapeType#

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

const AREA_PARAM_GRAVITY_OVERRIDE_MODE = 0 enum AreaParameter#

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

const AREA_PARAM_GRAVITY = 1 enum AreaParameter#

Constant to set/get gravity strength in an area.

const AREA_PARAM_GRAVITY_VECTOR = 2 enum AreaParameter#

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

const AREA_PARAM_GRAVITY_IS_POINT = 3 enum AreaParameter#

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

const AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE = 4 enum AreaParameter#

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.

The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.

const AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE = 5 enum AreaParameter#

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

const AREA_PARAM_LINEAR_DAMP = 6 enum AreaParameter#

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

const AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE = 7 enum AreaParameter#

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

const AREA_PARAM_ANGULAR_DAMP = 8 enum AreaParameter#

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

const AREA_PARAM_PRIORITY = 9 enum AreaParameter#

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

const AREA_PARAM_WIND_FORCE_MAGNITUDE = 10 enum AreaParameter#

Constant to set/get the magnitude of area-specific wind force. This wind force only applies to SoftBody3D nodes. Other physics bodies are currently not affected by wind.

const AREA_PARAM_WIND_SOURCE = 11 enum AreaParameter#

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

const AREA_PARAM_WIND_DIRECTION = 12 enum AreaParameter#

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

const AREA_PARAM_WIND_ATTENUATION_FACTOR = 13 enum AreaParameter#

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

const AREA_SPACE_OVERRIDE_DISABLED = 0 enum AreaSpaceOverrideMode#

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

const AREA_SPACE_OVERRIDE_COMBINE = 1 enum AreaSpaceOverrideMode#

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.

const AREA_SPACE_OVERRIDE_COMBINE_REPLACE = 2 enum AreaSpaceOverrideMode#

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.

const AREA_SPACE_OVERRIDE_REPLACE = 3 enum AreaSpaceOverrideMode#

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

const AREA_SPACE_OVERRIDE_REPLACE_COMBINE = 4 enum AreaSpaceOverrideMode#

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

const BODY_MODE_STATIC = 0 enum BodyMode#

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.

const BODY_MODE_KINEMATIC = 1 enum BodyMode#

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

const BODY_MODE_RIGID = 2 enum BodyMode#

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

const BODY_MODE_RIGID_LINEAR = 3 enum BodyMode#

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

const BODY_PARAM_BOUNCE = 0 enum BodyParameter#

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

const BODY_PARAM_FRICTION = 1 enum BodyParameter#

Constant to set/get a body's friction.

const BODY_PARAM_MASS = 2 enum BodyParameter#

Constant to set/get a body's mass.

const BODY_PARAM_INERTIA = 3 enum BodyParameter#

Constant to set/get a body's inertia.

const BODY_PARAM_CENTER_OF_MASS = 4 enum BodyParameter#

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

const BODY_PARAM_GRAVITY_SCALE = 5 enum BodyParameter#

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

const BODY_PARAM_LINEAR_DAMP_MODE = 6 enum BodyParameter#

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

const BODY_PARAM_ANGULAR_DAMP_MODE = 7 enum BodyParameter#

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

const BODY_PARAM_LINEAR_DAMP = 8 enum BodyParameter#

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

const BODY_PARAM_ANGULAR_DAMP = 9 enum BodyParameter#

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

const BODY_PARAM_MAX = 10 enum BodyParameter#

Represents the size of the BodyParameter enum.

const BODY_DAMP_MODE_COMBINE = 0 enum BodyDampMode#

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

const BODY_DAMP_MODE_REPLACE = 1 enum BodyDampMode#

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

const BODY_STATE_TRANSFORM = 0 enum BodyState#

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

const BODY_STATE_LINEAR_VELOCITY = 1 enum BodyState#

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

const BODY_STATE_ANGULAR_VELOCITY = 2 enum BodyState#

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

const BODY_STATE_SLEEPING = 3 enum BodyState#

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

const BODY_STATE_CAN_SLEEP = 4 enum BodyState#

Constant to set/get whether the body can sleep.

const AREA_BODY_ADDED = 0 enum AreaBodyStatus#

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

const AREA_BODY_REMOVED = 1 enum AreaBodyStatus#

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

const INFO_ACTIVE_OBJECTS = 0 enum ProcessInfo#

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

const INFO_COLLISION_PAIRS = 1 enum ProcessInfo#

Constant to get the number of possible collisions.

const INFO_ISLAND_COUNT = 2 enum ProcessInfo#

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

const SPACE_PARAM_CONTACT_RECYCLE_RADIUS = 0 enum SpaceParameter#

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

const SPACE_PARAM_CONTACT_MAX_SEPARATION = 1 enum SpaceParameter#

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

const SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION = 2 enum SpaceParameter#

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

const SPACE_PARAM_CONTACT_DEFAULT_BIAS = 3 enum SpaceParameter#

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.

const SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD = 4 enum SpaceParameter#

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.

const SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD = 5 enum SpaceParameter#

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.

const SPACE_PARAM_BODY_TIME_TO_SLEEP = 6 enum SpaceParameter#

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.

const SPACE_PARAM_SOLVER_ITERATIONS = 7 enum SpaceParameter#

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.

const BODY_AXIS_LINEAR_X = 1 enum BodyAxis#

const BODY_AXIS_LINEAR_Y = 2 enum BodyAxis#

const BODY_AXIS_LINEAR_Z = 4 enum BodyAxis#

const BODY_AXIS_ANGULAR_X = 8 enum BodyAxis#

const BODY_AXIS_ANGULAR_Y = 16 enum BodyAxis#

const BODY_AXIS_ANGULAR_Z = 32 enum BodyAxis#

Constructors #

Enums #

JointType#

enum JointType { JOINT_TYPE_PIN = 0, JOINT_TYPE_HINGE = 1, JOINT_TYPE_SLIDER = 2, JOINT_TYPE_CONE_TWIST = 3, JOINT_TYPE_6DOF = 4, JOINT_TYPE_MAX = 5, }

PinJointParam#

enum PinJointParam { PIN_JOINT_BIAS = 0, PIN_JOINT_DAMPING = 1, PIN_JOINT_IMPULSE_CLAMP = 2, }

HingeJointParam#

enum HingeJointParam { HINGE_JOINT_BIAS = 0, HINGE_JOINT_LIMIT_UPPER = 1, HINGE_JOINT_LIMIT_LOWER = 2, HINGE_JOINT_LIMIT_BIAS = 3, HINGE_JOINT_LIMIT_SOFTNESS = 4, HINGE_JOINT_LIMIT_RELAXATION = 5, HINGE_JOINT_MOTOR_TARGET_VELOCITY = 6, HINGE_JOINT_MOTOR_MAX_IMPULSE = 7, }

HingeJointFlag#

enum HingeJointFlag { HINGE_JOINT_FLAG_USE_LIMIT = 0, HINGE_JOINT_FLAG_ENABLE_MOTOR = 1, }

SliderJointParam#

enum SliderJointParam { SLIDER_JOINT_LINEAR_LIMIT_UPPER = 0, SLIDER_JOINT_LINEAR_LIMIT_LOWER = 1, SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS = 2, SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION = 3, SLIDER_JOINT_LINEAR_LIMIT_DAMPING = 4, SLIDER_JOINT_LINEAR_MOTION_SOFTNESS = 5, SLIDER_JOINT_LINEAR_MOTION_RESTITUTION = 6, SLIDER_JOINT_LINEAR_MOTION_DAMPING = 7, SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS = 8, SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION = 9, SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING = 10, SLIDER_JOINT_ANGULAR_LIMIT_UPPER = 11, SLIDER_JOINT_ANGULAR_LIMIT_LOWER = 12, SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS = 13, SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION = 14, SLIDER_JOINT_ANGULAR_LIMIT_DAMPING = 15, SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS = 16, SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION = 17, SLIDER_JOINT_ANGULAR_MOTION_DAMPING = 18, SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS = 19, SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION = 20, SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING = 21, SLIDER_JOINT_MAX = 22, }

ConeTwistJointParam#

enum ConeTwistJointParam { CONE_TWIST_JOINT_SWING_SPAN = 0, CONE_TWIST_JOINT_TWIST_SPAN = 1, CONE_TWIST_JOINT_BIAS = 2, CONE_TWIST_JOINT_SOFTNESS = 3, CONE_TWIST_JOINT_RELAXATION = 4, }

G6DOFJointAxisParam#

enum G6DOFJointAxisParam { G6DOF_JOINT_LINEAR_LOWER_LIMIT = 0, G6DOF_JOINT_LINEAR_UPPER_LIMIT = 1, G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS = 2, G6DOF_JOINT_LINEAR_RESTITUTION = 3, G6DOF_JOINT_LINEAR_DAMPING = 4, G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY = 5, G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT = 6, G6DOF_JOINT_LINEAR_SPRING_STIFFNESS = 7, G6DOF_JOINT_LINEAR_SPRING_DAMPING = 8, G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT = 9, G6DOF_JOINT_ANGULAR_LOWER_LIMIT = 10, G6DOF_JOINT_ANGULAR_UPPER_LIMIT = 11, G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS = 12, G6DOF_JOINT_ANGULAR_DAMPING = 13, G6DOF_JOINT_ANGULAR_RESTITUTION = 14, G6DOF_JOINT_ANGULAR_FORCE_LIMIT = 15, G6DOF_JOINT_ANGULAR_ERP = 16, G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY = 17, G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT = 18, G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS = 19, G6DOF_JOINT_ANGULAR_SPRING_DAMPING = 20, G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT = 21, G6DOF_JOINT_MAX = 22, }

G6DOFJointAxisFlag#

enum G6DOFJointAxisFlag { G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT = 0, G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT = 1, G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING = 2, G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING = 3, G6DOF_JOINT_FLAG_ENABLE_MOTOR = 4, G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR = 5, G6DOF_JOINT_FLAG_MAX = 6, }

ShapeType#

enum ShapeType { SHAPE_WORLD_BOUNDARY = 0, SHAPE_SEPARATION_RAY = 1, SHAPE_SPHERE = 2, SHAPE_BOX = 3, SHAPE_CAPSULE = 4, SHAPE_CYLINDER = 5, SHAPE_CONVEX_POLYGON = 6, SHAPE_CONCAVE_POLYGON = 7, SHAPE_HEIGHTMAP = 8, SHAPE_SOFT_BODY = 9, SHAPE_CUSTOM = 10, }

AreaParameter#

enum AreaParameter { AREA_PARAM_GRAVITY_OVERRIDE_MODE = 0, AREA_PARAM_GRAVITY = 1, AREA_PARAM_GRAVITY_VECTOR = 2, AREA_PARAM_GRAVITY_IS_POINT = 3, AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE = 4, AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE = 5, AREA_PARAM_LINEAR_DAMP = 6, AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE = 7, AREA_PARAM_ANGULAR_DAMP = 8, AREA_PARAM_PRIORITY = 9, AREA_PARAM_WIND_FORCE_MAGNITUDE = 10, AREA_PARAM_WIND_SOURCE = 11, AREA_PARAM_WIND_DIRECTION = 12, AREA_PARAM_WIND_ATTENUATION_FACTOR = 13, }

AreaSpaceOverrideMode#

enum AreaSpaceOverrideMode { AREA_SPACE_OVERRIDE_DISABLED = 0, AREA_SPACE_OVERRIDE_COMBINE = 1, AREA_SPACE_OVERRIDE_COMBINE_REPLACE = 2, AREA_SPACE_OVERRIDE_REPLACE = 3, AREA_SPACE_OVERRIDE_REPLACE_COMBINE = 4, }

BodyMode#

enum BodyMode { BODY_MODE_STATIC = 0, BODY_MODE_KINEMATIC = 1, BODY_MODE_RIGID = 2, BODY_MODE_RIGID_LINEAR = 3, }

BodyParameter#

enum BodyParameter { BODY_PARAM_BOUNCE = 0, BODY_PARAM_FRICTION = 1, BODY_PARAM_MASS = 2, BODY_PARAM_INERTIA = 3, BODY_PARAM_CENTER_OF_MASS = 4, BODY_PARAM_GRAVITY_SCALE = 5, BODY_PARAM_LINEAR_DAMP_MODE = 6, BODY_PARAM_ANGULAR_DAMP_MODE = 7, BODY_PARAM_LINEAR_DAMP = 8, BODY_PARAM_ANGULAR_DAMP = 9, BODY_PARAM_MAX = 10, }

BodyDampMode#

enum BodyDampMode { BODY_DAMP_MODE_COMBINE = 0, BODY_DAMP_MODE_REPLACE = 1, }

BodyState#

enum BodyState { BODY_STATE_TRANSFORM = 0, BODY_STATE_LINEAR_VELOCITY = 1, BODY_STATE_ANGULAR_VELOCITY = 2, BODY_STATE_SLEEPING = 3, BODY_STATE_CAN_SLEEP = 4, }

AreaBodyStatus#

enum AreaBodyStatus { AREA_BODY_ADDED = 0, AREA_BODY_REMOVED = 1, }

ProcessInfo#

enum ProcessInfo { INFO_ACTIVE_OBJECTS = 0, INFO_COLLISION_PAIRS = 1, INFO_ISLAND_COUNT = 2, }

SpaceParameter#

enum SpaceParameter { SPACE_PARAM_CONTACT_RECYCLE_RADIUS = 0, SPACE_PARAM_CONTACT_MAX_SEPARATION = 1, SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION = 2, SPACE_PARAM_CONTACT_DEFAULT_BIAS = 3, SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD = 4, SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD = 5, SPACE_PARAM_BODY_TIME_TO_SLEEP = 6, SPACE_PARAM_SOLVER_ITERATIONS = 7, }

BodyAxis#

enum BodyAxis { BODY_AXIS_LINEAR_X = 1, BODY_AXIS_LINEAR_Y = 2, BODY_AXIS_LINEAR_Z = 4, BODY_AXIS_ANGULAR_X = 8, BODY_AXIS_ANGULAR_Y = 16, BODY_AXIS_ANGULAR_Z = 32, }

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