PhysicsServer3D

Inherits: Object

Inherited By: PhysicsServer3DExtension

A server interface for low-level 3D physics access.

Description

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.

Methods

void

area_add_shape(area: RID, shape: RID, transform: Transform3D = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0), disabled: bool = false)

void

area_attach_object_instance_id(area: RID, id: int)

void

area_clear_shapes(area: RID)

RID

area_create()

int

area_get_collision_layer(area: RID) const

int

area_get_collision_mask(area: RID) const

int

area_get_object_instance_id(area: RID) const

Variant

area_get_param(area: RID, param: AreaParameter) const

RID

area_get_shape(area: RID, shape_idx: int) const

int

area_get_shape_count(area: RID) const

Transform3D

area_get_shape_transform(area: RID, shape_idx: int) const

RID

area_get_space(area: RID) const

Transform3D

area_get_transform(area: RID) const

void

area_remove_shape(area: RID, shape_idx: int)

void

area_set_area_monitor_callback(area: RID, callback: Callable)

void

area_set_collision_layer(area: RID, layer: int)

void

area_set_collision_mask(area: RID, mask: int)

void

area_set_monitor_callback(area: RID, callback: Callable)

void

area_set_monitorable(area: RID, monitorable: bool)

void

area_set_param(area: RID, param: AreaParameter, value: Variant)

void

area_set_ray_pickable(area: RID, enable: bool)

void

area_set_shape(area: RID, shape_idx: int, shape: RID)

void

area_set_shape_disabled(area: RID, shape_idx: int, disabled: bool)

void

area_set_shape_transform(area: RID, shape_idx: int, transform: Transform3D)

void

area_set_space(area: RID, space: RID)

void

area_set_transform(area: RID, transform: Transform3D)

void

body_add_collision_exception(body: RID, excepted_body: RID)

void

body_add_constant_central_force(body: RID, force: Vector3)

void

body_add_constant_force(body: RID, force: Vector3, position: Vector3 = Vector3(0, 0, 0))

void

body_add_constant_torque(body: RID, torque: Vector3)

void

body_add_shape(body: RID, shape: RID, transform: Transform3D = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0), disabled: bool = false)

void

body_apply_central_force(body: RID, force: Vector3)

void

body_apply_central_impulse(body: RID, impulse: Vector3)

void

body_apply_force(body: RID, force: Vector3, position: Vector3 = Vector3(0, 0, 0))

void

body_apply_impulse(body: RID, impulse: Vector3, position: Vector3 = Vector3(0, 0, 0))

void

body_apply_torque(body: RID, torque: Vector3)

void

body_apply_torque_impulse(body: RID, impulse: Vector3)

void

body_attach_object_instance_id(body: RID, id: int)

void

body_clear_shapes(body: RID)

RID

body_create()

int

body_get_collision_layer(body: RID) const

int

body_get_collision_mask(body: RID) const

float

body_get_collision_priority(body: RID) const

Vector3

body_get_constant_force(body: RID) const

Vector3

body_get_constant_torque(body: RID) const

PhysicsDirectBodyState3D

body_get_direct_state(body: RID)

int

body_get_max_contacts_reported(body: RID) const

BodyMode

body_get_mode(body: RID) const

int

body_get_object_instance_id(body: RID) const

Variant

body_get_param(body: RID, param: BodyParameter) const

RID

body_get_shape(body: RID, shape_idx: int) const

int

body_get_shape_count(body: RID) const

Transform3D

body_get_shape_transform(body: RID, shape_idx: int) const

RID

body_get_space(body: RID) const

Variant

body_get_state(body: RID, state: BodyState) const

bool

body_is_axis_locked(body: RID, axis: BodyAxis) const

bool

body_is_continuous_collision_detection_enabled(body: RID) const

bool

body_is_omitting_force_integration(body: RID) const

void

body_remove_collision_exception(body: RID, excepted_body: RID)

void

body_remove_shape(body: RID, shape_idx: int)

void

body_reset_mass_properties(body: RID)

void

body_set_axis_lock(body: RID, axis: BodyAxis, lock: bool)

void

body_set_axis_velocity(body: RID, axis_velocity: Vector3)

void

body_set_collision_layer(body: RID, layer: int)

void

body_set_collision_mask(body: RID, mask: int)

void

body_set_collision_priority(body: RID, priority: float)

void

body_set_constant_force(body: RID, force: Vector3)

void

body_set_constant_torque(body: RID, torque: Vector3)

void

body_set_enable_continuous_collision_detection(body: RID, enable: bool)

void

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

void

body_set_max_contacts_reported(body: RID, amount: int)

void

body_set_mode(body: RID, mode: BodyMode)

void

body_set_omit_force_integration(body: RID, enable: bool)

void

body_set_param(body: RID, param: BodyParameter, value: Variant)

void

body_set_ray_pickable(body: RID, enable: bool)

void

body_set_shape(body: RID, shape_idx: int, shape: RID)

void

body_set_shape_disabled(body: RID, shape_idx: int, disabled: bool)

void

body_set_shape_transform(body: RID, shape_idx: int, transform: Transform3D)

void

body_set_space(body: RID, space: RID)

void

body_set_state(body: RID, state: BodyState, value: Variant)

void

body_set_state_sync_callback(body: RID, callable: Callable)

bool

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

RID

box_shape_create()

RID

capsule_shape_create()

RID

concave_polygon_shape_create()

float

cone_twist_joint_get_param(joint: RID, param: ConeTwistJointParam) const

void

cone_twist_joint_set_param(joint: RID, param: ConeTwistJointParam, value: float)

RID

convex_polygon_shape_create()

RID

custom_shape_create()

RID

cylinder_shape_create()

void

free_rid(rid: RID)

bool

generic_6dof_joint_get_flag(joint: RID, axis: Vector3.Axis, flag: G6DOFJointAxisFlag) const

float

generic_6dof_joint_get_param(joint: RID, axis: Vector3.Axis, param: G6DOFJointAxisParam) const

void

generic_6dof_joint_set_flag(joint: RID, axis: Vector3.Axis, flag: G6DOFJointAxisFlag, enable: bool)

void

generic_6dof_joint_set_param(joint: RID, axis: Vector3.Axis, param: G6DOFJointAxisParam, value: float)

int

get_process_info(process_info: ProcessInfo)

RID

heightmap_shape_create()

bool

hinge_joint_get_flag(joint: RID, flag: HingeJointFlag) const

float

hinge_joint_get_param(joint: RID, param: HingeJointParam) const

void

hinge_joint_set_flag(joint: RID, flag: HingeJointFlag, enabled: bool)

void

hinge_joint_set_param(joint: RID, param: HingeJointParam, value: float)

void

joint_clear(joint: RID)

RID

joint_create()

void

joint_disable_collisions_between_bodies(joint: RID, disable: bool)

int

joint_get_solver_priority(joint: RID) const

JointType

joint_get_type(joint: RID) const

bool

joint_is_disabled_collisions_between_bodies(joint: RID) const

void

joint_make_cone_twist(joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D)

void

joint_make_generic_6dof(joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D)

void

joint_make_hinge(joint: RID, body_A: RID, hinge_A: Transform3D, body_B: RID, hinge_B: Transform3D)

void

joint_make_pin(joint: RID, body_A: RID, local_A: Vector3, body_B: RID, local_B: Vector3)

void

joint_make_slider(joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D)

void

joint_set_solver_priority(joint: RID, priority: int)

Vector3

pin_joint_get_local_a(joint: RID) const

Vector3

pin_joint_get_local_b(joint: RID) const

float

pin_joint_get_param(joint: RID, param: PinJointParam) const

void

pin_joint_set_local_a(joint: RID, local_A: Vector3)

void

pin_joint_set_local_b(joint: RID, local_B: Vector3)

void

pin_joint_set_param(joint: RID, param: PinJointParam, value: float)

RID

separation_ray_shape_create()

void

set_active(active: bool)

Variant

shape_get_data(shape: RID) const

float

shape_get_margin(shape: RID) const

ShapeType

shape_get_type(shape: RID) const

void

shape_set_data(shape: RID, data: Variant)

void

shape_set_margin(shape: RID, margin: float)

float

slider_joint_get_param(joint: RID, param: SliderJointParam) const

void

slider_joint_set_param(joint: RID, param: SliderJointParam, value: float)

void

soft_body_add_collision_exception(body: RID, body_b: RID)

RID

soft_body_create()

AABB

soft_body_get_bounds(body: RID) const

int

soft_body_get_collision_layer(body: RID) const

int

soft_body_get_collision_mask(body: RID) const

float

soft_body_get_damping_coefficient(body: RID) const

float

soft_body_get_drag_coefficient(body: RID) const

float

soft_body_get_linear_stiffness(body: RID) const

Vector3

soft_body_get_point_global_position(body: RID, point_index: int) const

float

soft_body_get_pressure_coefficient(body: RID) const

int

soft_body_get_simulation_precision(body: RID) const

RID

soft_body_get_space(body: RID) const

Variant

soft_body_get_state(body: RID, state: BodyState) const

float

soft_body_get_total_mass(body: RID) const

bool

soft_body_is_point_pinned(body: RID, point_index: int) const

void

soft_body_move_point(body: RID, point_index: int, global_position: Vector3)

void

soft_body_pin_point(body: RID, point_index: int, pin: bool)

void

soft_body_remove_all_pinned_points(body: RID)

void

soft_body_remove_collision_exception(body: RID, body_b: RID)

void

soft_body_set_collision_layer(body: RID, layer: int)

void

soft_body_set_collision_mask(body: RID, mask: int)

void

soft_body_set_damping_coefficient(body: RID, damping_coefficient: float)

void

soft_body_set_drag_coefficient(body: RID, drag_coefficient: float)

void

soft_body_set_linear_stiffness(body: RID, stiffness: float)

void

soft_body_set_mesh(body: RID, mesh: RID)

void

soft_body_set_pressure_coefficient(body: RID, pressure_coefficient: float)

void

soft_body_set_ray_pickable(body: RID, enable: bool)

void

soft_body_set_simulation_precision(body: RID, simulation_precision: int)

void

soft_body_set_space(body: RID, space: RID)

void

soft_body_set_state(body: RID, state: BodyState, variant: Variant)

void

soft_body_set_total_mass(body: RID, total_mass: float)

void

soft_body_set_transform(body: RID, transform: Transform3D)

void

soft_body_update_rendering_server(body: RID, rendering_server_handler: PhysicsServer3DRenderingServerHandler)

RID

space_create()

PhysicsDirectSpaceState3D

space_get_direct_state(space: RID)

float

space_get_param(space: RID, param: SpaceParameter) const

bool

space_is_active(space: RID) const

void

space_set_active(space: RID, active: bool)

void

space_set_param(space: RID, param: SpaceParameter, value: float)

RID

sphere_shape_create()

RID

world_boundary_shape_create()


Enumerations

enum JointType: 🔗

JointType JOINT_TYPE_PIN = 0

The Joint3D is a PinJoint3D.

JointType JOINT_TYPE_HINGE = 1

The Joint3D is a HingeJoint3D.

JointType JOINT_TYPE_SLIDER = 2

The Joint3D is a SliderJoint3D.

JointType JOINT_TYPE_CONE_TWIST = 3

The Joint3D is a ConeTwistJoint3D.

JointType JOINT_TYPE_6DOF = 4

The Joint3D is a Generic6DOFJoint3D.

JointType JOINT_TYPE_MAX = 5

Represents the size of the JointType enum.


enum PinJointParam: 🔗

PinJointParam PIN_JOINT_BIAS = 0

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

The higher, the stronger.

PinJointParam PIN_JOINT_DAMPING = 1

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

The higher, the stronger.

PinJointParam 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: 🔗

HingeJointParam HINGE_JOINT_BIAS = 0

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

HingeJointParam HINGE_JOINT_LIMIT_UPPER = 1

The maximum rotation across the Hinge.

HingeJointParam HINGE_JOINT_LIMIT_LOWER = 2

The minimum rotation across the Hinge.

HingeJointParam HINGE_JOINT_LIMIT_BIAS = 3

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

HingeJointParam HINGE_JOINT_LIMIT_SOFTNESS = 4

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

HingeJointParam HINGE_JOINT_LIMIT_RELAXATION = 5

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

HingeJointParam HINGE_JOINT_MOTOR_TARGET_VELOCITY = 6

Target speed for the motor.

HingeJointParam HINGE_JOINT_MOTOR_MAX_IMPULSE = 7

Maximum acceleration for the motor.


enum HingeJointFlag: 🔗

HingeJointFlag HINGE_JOINT_FLAG_USE_LIMIT = 0

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

HingeJointFlag HINGE_JOINT_FLAG_ENABLE_MOTOR = 1

If true, a motor turns the Hinge.


enum SliderJointParam: 🔗

SliderJointParam SLIDER_JOINT_LINEAR_LIMIT_UPPER = 0

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

SliderJointParam SLIDER_JOINT_LINEAR_LIMIT_LOWER = 1

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

SliderJointParam 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.

SliderJointParam SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION = 3

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

SliderJointParam SLIDER_JOINT_LINEAR_LIMIT_DAMPING = 4

The amount of damping once the slider limits are surpassed.

SliderJointParam 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.

SliderJointParam SLIDER_JOINT_LINEAR_MOTION_RESTITUTION = 6

The amount of restitution inside the slider limits.

SliderJointParam SLIDER_JOINT_LINEAR_MOTION_DAMPING = 7

The amount of damping inside the slider limits.

SliderJointParam SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS = 8

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

SliderJointParam SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION = 9

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

SliderJointParam SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING = 10

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

SliderJointParam SLIDER_JOINT_ANGULAR_LIMIT_UPPER = 11

The upper limit of rotation in the slider.

SliderJointParam SLIDER_JOINT_ANGULAR_LIMIT_LOWER = 12

The lower limit of rotation in the slider.

SliderJointParam SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS = 13

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

SliderJointParam SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION = 14

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

SliderJointParam SLIDER_JOINT_ANGULAR_LIMIT_DAMPING = 15

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

SliderJointParam SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS = 16

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

SliderJointParam SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION = 17

The amount of restitution of the rotation in the limits.

SliderJointParam SLIDER_JOINT_ANGULAR_MOTION_DAMPING = 18

The amount of damping of the rotation in the limits.

SliderJointParam SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS = 19

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

SliderJointParam SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION = 20

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

SliderJointParam SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING = 21

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

SliderJointParam SLIDER_JOINT_MAX = 22

Represents the size of the SliderJointParam enum.


enum ConeTwistJointParam: 🔗

ConeTwistJointParam CONE_TWIST_JOINT_SWING_SPAN = 0

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.

ConeTwistJointParam CONE_TWIST_JOINT_TWIST_SPAN = 1

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

Twist is locked if below 0.05.

ConeTwistJointParam CONE_TWIST_JOINT_BIAS = 2

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

The higher, the faster.

ConeTwistJointParam 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.

ConeTwistJointParam CONE_TWIST_JOINT_RELAXATION = 4

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


enum G6DOFJointAxisParam: 🔗

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_LOWER_LIMIT = 0

The minimum difference between the pivot points’ axes.

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_UPPER_LIMIT = 1

The maximum difference between the pivot points’ axes.

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS = 2

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

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_RESTITUTION = 3

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

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_DAMPING = 4

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

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY = 5

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

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT = 6

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

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_SPRING_STIFFNESS = 7

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

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_SPRING_DAMPING = 8

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

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT = 9

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

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_LOWER_LIMIT = 10

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

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_UPPER_LIMIT = 11

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

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS = 12

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

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_DAMPING = 13

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

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_RESTITUTION = 14

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

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_FORCE_LIMIT = 15

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

G6DOFJointAxisParam 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.

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY = 17

Target speed for the motor at the axes.

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT = 18

Maximum acceleration for the motor at the axes.

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS = 19

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

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_SPRING_DAMPING = 20

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

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT = 21

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

G6DOFJointAxisParam G6DOF_JOINT_MAX = 22

Represents the size of the G6DOFJointAxisParam enum.


enum G6DOFJointAxisFlag: 🔗

G6DOFJointAxisFlag G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT = 0

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

G6DOFJointAxisFlag G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT = 1

If set, rotational motion is possible.

G6DOFJointAxisFlag G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING = 2

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

G6DOFJointAxisFlag G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING = 3

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

G6DOFJointAxisFlag G6DOF_JOINT_FLAG_ENABLE_MOTOR = 4

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

G6DOFJointAxisFlag G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR = 5

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

G6DOFJointAxisFlag G6DOF_JOINT_FLAG_MAX = 6

Represents the size of the G6DOFJointAxisFlag enum.


enum ShapeType: 🔗

ShapeType SHAPE_WORLD_BOUNDARY = 0

The Shape3D is a WorldBoundaryShape3D.

ShapeType SHAPE_SEPARATION_RAY = 1

The Shape3D is a SeparationRayShape3D.

ShapeType SHAPE_SPHERE = 2

The Shape3D is a SphereShape3D.

ShapeType SHAPE_BOX = 3

The Shape3D is a BoxShape3D.

ShapeType SHAPE_CAPSULE = 4

The Shape3D is a CapsuleShape3D.

ShapeType SHAPE_CYLINDER = 5

The Shape3D is a CylinderShape3D.

ShapeType SHAPE_CONVEX_POLYGON = 6

The Shape3D is a ConvexPolygonShape3D.

ShapeType SHAPE_CONCAVE_POLYGON = 7

The Shape3D is a ConcavePolygonShape3D.

ShapeType SHAPE_HEIGHTMAP = 8

The Shape3D is a HeightMapShape3D.

ShapeType 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.

ShapeType 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: 🔗

AreaParameter AREA_PARAM_GRAVITY_OVERRIDE_MODE = 0

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

AreaParameter AREA_PARAM_GRAVITY = 1

Constant to set/get gravity strength in an area.

AreaParameter AREA_PARAM_GRAVITY_VECTOR = 2

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

AreaParameter AREA_PARAM_GRAVITY_IS_POINT = 3

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

AreaParameter 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.

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.

AreaParameter AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE = 5

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

AreaParameter AREA_PARAM_LINEAR_DAMP = 6

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

AreaParameter AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE = 7

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

AreaParameter AREA_PARAM_ANGULAR_DAMP = 8

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

AreaParameter AREA_PARAM_PRIORITY = 9

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

AreaParameter AREA_PARAM_WIND_FORCE_MAGNITUDE = 10

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.

AreaParameter AREA_PARAM_WIND_SOURCE = 11

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

AreaParameter AREA_PARAM_WIND_DIRECTION = 12

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

AreaParameter 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: 🔗

AreaSpaceOverrideMode 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.

AreaSpaceOverrideMode 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.

AreaSpaceOverrideMode 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.

AreaSpaceOverrideMode 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.

AreaSpaceOverrideMode 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: 🔗

BodyMode 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.

BodyMode 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.

BodyMode BODY_MODE_RIGID = 2

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

BodyMode 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: 🔗

BodyParameter BODY_PARAM_BOUNCE = 0

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

BodyParameter BODY_PARAM_FRICTION = 1

Constant to set/get a body’s friction.

BodyParameter BODY_PARAM_MASS = 2

Constant to set/get a body’s mass.

BodyParameter BODY_PARAM_INERTIA = 3

Constant to set/get a body’s inertia.

BodyParameter BODY_PARAM_CENTER_OF_MASS = 4

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

BodyParameter BODY_PARAM_GRAVITY_SCALE = 5

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

BodyParameter BODY_PARAM_LINEAR_DAMP_MODE = 6

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

BodyParameter BODY_PARAM_ANGULAR_DAMP_MODE = 7

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

BodyParameter BODY_PARAM_LINEAR_DAMP = 8

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

BodyParameter BODY_PARAM_ANGULAR_DAMP = 9

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

BodyParameter BODY_PARAM_MAX = 10

Represents the size of the BodyParameter enum.


enum BodyDampMode: 🔗

BodyDampMode BODY_DAMP_MODE_COMBINE = 0

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

BodyDampMode BODY_DAMP_MODE_REPLACE = 1

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


enum BodyState: 🔗

BodyState BODY_STATE_TRANSFORM = 0

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

BodyState BODY_STATE_LINEAR_VELOCITY = 1

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

BodyState BODY_STATE_ANGULAR_VELOCITY = 2

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

BodyState BODY_STATE_SLEEPING = 3

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

BodyState BODY_STATE_CAN_SLEEP = 4

Constant to set/get whether the body can sleep.


enum AreaBodyStatus: 🔗

AreaBodyStatus AREA_BODY_ADDED = 0

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

AreaBodyStatus 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: 🔗

ProcessInfo INFO_ACTIVE_OBJECTS = 0

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

ProcessInfo INFO_COLLISION_PAIRS = 1

Constant to get the number of possible collisions.

ProcessInfo INFO_ISLAND_COUNT = 2

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


enum SpaceParameter: 🔗

SpaceParameter 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.

SpaceParameter 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.

SpaceParameter 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.

SpaceParameter 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.

SpaceParameter 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.

SpaceParameter 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.

SpaceParameter 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.

SpaceParameter 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: 🔗

BodyAxis BODY_AXIS_LINEAR_X = 1

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

BodyAxis BODY_AXIS_LINEAR_Y = 2

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

BodyAxis BODY_AXIS_LINEAR_Z = 4

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

BodyAxis BODY_AXIS_ANGULAR_X = 8

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

BodyAxis BODY_AXIS_ANGULAR_Y = 16

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

BodyAxis BODY_AXIS_ANGULAR_Z = 32

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


Method Descriptions

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

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(area: RID, id: int) 🔗

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


void area_clear_shapes(area: RID) 🔗

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


RID area_create() 🔗

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.


int area_get_collision_layer(area: RID) const 🔗

Returns the physics layer or layers an area belongs to.


int area_get_collision_mask(area: RID) const 🔗

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


int area_get_object_instance_id(area: RID) const 🔗

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


Variant area_get_param(area: RID, param: AreaParameter) const 🔗

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


RID area_get_shape(area: RID, shape_idx: int) const 🔗

Returns the RID of the nth shape of an area.


int area_get_shape_count(area: RID) const 🔗

Returns the number of shapes assigned to an area.


Transform3D area_get_shape_transform(area: RID, shape_idx: int) const 🔗

Returns the transform matrix of a shape within an area.


RID area_get_space(area: RID) const 🔗

Returns the space assigned to the area.


Transform3D area_get_transform(area: RID) const 🔗

Returns the transform matrix for an area.


void area_remove_shape(area: RID, shape_idx: int) 🔗

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


void area_set_area_monitor_callback(area: RID, callback: Callable) 🔗

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(area: RID, layer: int) 🔗

Assigns the area to one or many physics layers.


void area_set_collision_mask(area: RID, mask: int) 🔗

Sets which physics layers the area will monitor.


void area_set_monitor_callback(area: RID, callback: Callable) 🔗

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(area: RID, monitorable: bool) 🔗

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


void area_set_param(area: RID, param: AreaParameter, value: Variant) 🔗

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


void area_set_ray_pickable(area: RID, enable: bool) 🔗

Sets object pickable with rays.


void area_set_shape(area: RID, shape_idx: int, shape: RID) 🔗

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(area: RID, shape_idx: int, disabled: bool) 🔗

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


void area_set_shape_transform(area: RID, shape_idx: int, transform: Transform3D) 🔗

Sets the transform matrix for an area shape.


void area_set_space(area: RID, space: RID) 🔗

Assigns a space to the area.


void area_set_transform(area: RID, transform: Transform3D) 🔗

Sets the transform matrix for an area.


void body_add_collision_exception(body: RID, excepted_body: RID) 🔗

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


void body_add_constant_central_force(body: RID, force: Vector3) 🔗

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(body: RID, force: Vector3, position: Vector3 = Vector3(0, 0, 0)) 🔗

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(body: RID, torque: Vector3) 🔗

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(body: RID, shape: RID, transform: Transform3D = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0), disabled: bool = false) 🔗

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(body: RID, force: Vector3) 🔗

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(body: RID, impulse: Vector3) 🔗

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(body: RID, force: Vector3, position: Vector3 = Vector3(0, 0, 0)) 🔗

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(body: RID, impulse: Vector3, position: Vector3 = Vector3(0, 0, 0)) 🔗

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(body: RID, torque: Vector3) 🔗

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(body: RID, impulse: Vector3) 🔗

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(body: RID, id: int) 🔗

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


void body_clear_shapes(body: RID) 🔗

Removes all shapes from a body.


RID body_create() 🔗

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.


int body_get_collision_layer(body: RID) const 🔗

Returns the physics layer or layers a body belongs to.


int body_get_collision_mask(body: RID) const 🔗

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


float body_get_collision_priority(body: RID) const 🔗

Returns the body’s collision priority.


Vector3 body_get_constant_force(body: RID) const 🔗

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(body: RID) const 🔗

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

See body_add_constant_torque.


PhysicsDirectBodyState3D body_get_direct_state(body: RID) 🔗

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(body: RID) const 🔗

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


BodyMode body_get_mode(body: RID) const 🔗

Returns the body mode.


int body_get_object_instance_id(body: RID) const 🔗

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


Variant body_get_param(body: RID, param: BodyParameter) const 🔗

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


RID body_get_shape(body: RID, shape_idx: int) const 🔗

Returns the RID of the nth shape of a body.


int body_get_shape_count(body: RID) const 🔗

Returns the number of shapes assigned to a body.


Transform3D body_get_shape_transform(body: RID, shape_idx: int) const 🔗

Returns the transform matrix of a body shape.


RID body_get_space(body: RID) const 🔗

Returns the RID of the space assigned to a body.


Variant body_get_state(body: RID, state: BodyState) const 🔗

Returns a body state.


bool body_is_axis_locked(body: RID, axis: BodyAxis) const 🔗

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


bool body_is_continuous_collision_detection_enabled(body: RID) const 🔗

If true, the continuous collision detection mode is enabled.


bool body_is_omitting_force_integration(body: RID) const 🔗

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


void body_remove_collision_exception(body: RID, excepted_body: RID) 🔗

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(body: RID, shape_idx: int) 🔗

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


void body_reset_mass_properties(body: RID) 🔗

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(body: RID, axis: BodyAxis, lock: bool) 🔗

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


void body_set_axis_velocity(body: RID, axis_velocity: Vector3) 🔗

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(body: RID, layer: int) 🔗

Sets the physics layer or layers a body belongs to.


void body_set_collision_mask(body: RID, mask: int) 🔗

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


void body_set_collision_priority(body: RID, priority: float) 🔗

Sets the body’s collision priority.


void body_set_constant_force(body: RID, force: Vector3) 🔗

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(body: RID, torque: Vector3) 🔗

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(body: RID, enable: bool) 🔗

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(body: RID, callable: Callable, userdata: Variant = null) 🔗

Sets the body’s custom force integration callback function to callable. Use an empty Callable (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. 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.


void body_set_max_contacts_reported(body: RID, amount: int) 🔗

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(body: RID, mode: BodyMode) 🔗

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


void body_set_omit_force_integration(body: RID, enable: bool) 🔗

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.


void body_set_param(body: RID, param: BodyParameter, value: Variant) 🔗

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


void body_set_ray_pickable(body: RID, enable: bool) 🔗

Sets the body pickable with rays if enable is set.


void body_set_shape(body: RID, shape_idx: int, shape: RID) 🔗

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(body: RID, shape_idx: int, disabled: bool) 🔗

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


void body_set_shape_transform(body: RID, shape_idx: int, transform: Transform3D) 🔗

Sets the transform matrix for a body shape.


void body_set_space(body: RID, space: RID) 🔗

Assigns a space to the body (see space_create).


void body_set_state(body: RID, state: BodyState, value: Variant) 🔗

Sets a body state (see BodyState constants).


void body_set_state_sync_callback(body: RID, callable: Callable) 🔗

Sets the body’s state synchronization callback function to callable. Use an empty Callable (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.

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

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() 🔗

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


RID capsule_shape_create() 🔗

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


RID concave_polygon_shape_create() 🔗

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


float cone_twist_joint_get_param(joint: RID, param: ConeTwistJointParam) const 🔗

Gets a cone_twist_joint parameter (see ConeTwistJointParam constants).


void cone_twist_joint_set_param(joint: RID, param: ConeTwistJointParam, value: float) 🔗

Sets a cone_twist_joint parameter (see ConeTwistJointParam constants).


RID convex_polygon_shape_create() 🔗

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


RID custom_shape_create() 🔗

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


RID cylinder_shape_create() 🔗

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


void free_rid(rid: RID) 🔗

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(joint: RID, axis: Vector3.Axis, flag: G6DOFJointAxisFlag) const 🔗

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


float generic_6dof_joint_get_param(joint: RID, axis: Vector3.Axis, param: G6DOFJointAxisParam) const 🔗

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


void generic_6dof_joint_set_flag(joint: RID, axis: Vector3.Axis, flag: G6DOFJointAxisFlag, enable: bool) 🔗

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


void generic_6dof_joint_set_param(joint: RID, axis: Vector3.Axis, param: G6DOFJointAxisParam, value: float) 🔗

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


int get_process_info(process_info: ProcessInfo) 🔗

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


RID heightmap_shape_create() 🔗

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


bool hinge_joint_get_flag(joint: RID, flag: HingeJointFlag) const 🔗

Gets a hinge_joint flag (see HingeJointFlag constants).


float hinge_joint_get_param(joint: RID, param: HingeJointParam) const 🔗

Gets a hinge_joint parameter (see HingeJointParam).


void hinge_joint_set_flag(joint: RID, flag: HingeJointFlag, enabled: bool) 🔗

Sets a hinge_joint flag (see HingeJointFlag constants).


void hinge_joint_set_param(joint: RID, param: HingeJointParam, value: float) 🔗

Sets a hinge_joint parameter (see HingeJointParam constants).


void joint_clear(joint: RID) 🔗

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


RID joint_create() 🔗

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


void joint_disable_collisions_between_bodies(joint: RID, disable: bool) 🔗

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


int joint_get_solver_priority(joint: RID) const 🔗

Gets the priority value of the Joint3D.


JointType joint_get_type(joint: RID) const 🔗

Returns the type of the Joint3D.


bool joint_is_disabled_collisions_between_bodies(joint: RID) const 🔗

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


void joint_make_cone_twist(joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D) 🔗

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void joint_make_generic_6dof(joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D) 🔗

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.


void joint_make_hinge(joint: RID, body_A: RID, hinge_A: Transform3D, body_B: RID, hinge_B: Transform3D) 🔗

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void joint_make_pin(joint: RID, body_A: RID, local_A: Vector3, body_B: RID, local_B: Vector3) 🔗

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


void joint_make_slider(joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D) 🔗

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


void joint_set_solver_priority(joint: RID, priority: int) 🔗

Sets the priority value of the Joint3D.


Vector3 pin_joint_get_local_a(joint: RID) const 🔗

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


Vector3 pin_joint_get_local_b(joint: RID) const 🔗

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


float pin_joint_get_param(joint: RID, param: PinJointParam) const 🔗

Gets a pin_joint parameter (see PinJointParam constants).


void pin_joint_set_local_a(joint: RID, local_A: Vector3) 🔗

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


void pin_joint_set_local_b(joint: RID, local_B: Vector3) 🔗

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


void pin_joint_set_param(joint: RID, param: PinJointParam, value: float) 🔗

Sets a pin_joint parameter (see PinJointParam constants).


RID separation_ray_shape_create() 🔗

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


void set_active(active: bool) 🔗

Activates or deactivates the 3D physics engine.


Variant shape_get_data(shape: RID) const 🔗

Returns the shape data.


float shape_get_margin(shape: RID) const 🔗

Returns the collision margin for the shape.

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


ShapeType shape_get_type(shape: RID) const 🔗

Returns the type of shape (see ShapeType constants).


void shape_set_data(shape: RID, data: Variant) 🔗

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.


void shape_set_margin(shape: RID, margin: float) 🔗

Sets the collision margin for the shape.

Note: This is not used in Godot Physics.


float slider_joint_get_param(joint: RID, param: SliderJointParam) const 🔗

Gets a slider_joint parameter (see SliderJointParam constants).


void slider_joint_set_param(joint: RID, param: SliderJointParam, value: float) 🔗

Gets a slider_joint parameter (see SliderJointParam constants).


void soft_body_add_collision_exception(body: RID, body_b: RID) 🔗

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


RID soft_body_create() 🔗

Creates a new soft body and returns its internal RID.


AABB soft_body_get_bounds(body: RID) const 🔗

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


int soft_body_get_collision_layer(body: RID) const 🔗

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


int soft_body_get_collision_mask(body: RID) const 🔗

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


float soft_body_get_damping_coefficient(body: RID) const 🔗

Returns the damping coefficient of the given soft body.


float soft_body_get_drag_coefficient(body: RID) const 🔗

Returns the drag coefficient of the given soft body.


float soft_body_get_linear_stiffness(body: RID) const 🔗

Returns the linear stiffness of the given soft body.


Vector3 soft_body_get_point_global_position(body: RID, point_index: int) const 🔗

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


float soft_body_get_pressure_coefficient(body: RID) const 🔗

Returns the pressure coefficient of the given soft body.


int soft_body_get_simulation_precision(body: RID) const 🔗

Returns the simulation precision of the given soft body.


RID soft_body_get_space(body: RID) const 🔗

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


Variant soft_body_get_state(body: RID, state: BodyState) const 🔗

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(body: RID) const 🔗

Returns the total mass assigned to the given soft body.


bool soft_body_is_point_pinned(body: RID, point_index: int) const 🔗

Returns whether the given soft body point is pinned.


void soft_body_move_point(body: RID, point_index: int, global_position: Vector3) 🔗

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


void soft_body_pin_point(body: RID, point_index: int, pin: bool) 🔗

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(body: RID) 🔗

Unpins all points of the given soft body.


void soft_body_remove_collision_exception(body: RID, body_b: RID) 🔗

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


void soft_body_set_collision_layer(body: RID, layer: int) 🔗

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


void soft_body_set_collision_mask(body: RID, mask: int) 🔗

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


void soft_body_set_damping_coefficient(body: RID, damping_coefficient: float) 🔗

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(body: RID, drag_coefficient: float) 🔗

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(body: RID, stiffness: float) 🔗

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(body: RID, mesh: RID) 🔗

Sets the mesh of the given soft body.


void soft_body_set_pressure_coefficient(body: RID, pressure_coefficient: float) 🔗

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(body: RID, enable: bool) 🔗

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


void soft_body_set_simulation_precision(body: RID, simulation_precision: int) 🔗

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(body: RID, space: RID) 🔗

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


void soft_body_set_state(body: RID, state: BodyState, variant: Variant) 🔗

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(body: RID, total_mass: float) 🔗

Sets the total mass for the given soft body.


void soft_body_set_transform(body: RID, transform: Transform3D) 🔗

Sets the global transform of the given soft body.


void soft_body_update_rendering_server(body: RID, rendering_server_handler: PhysicsServer3DRenderingServerHandler) 🔗

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() 🔗

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(space: RID) 🔗

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


float space_get_param(space: RID, param: SpaceParameter) const 🔗

Returns the value of a space parameter.


bool space_is_active(space: RID) const 🔗

Returns whether the space is active.


void space_set_active(space: RID, active: bool) 🔗

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


void space_set_param(space: RID, param: SpaceParameter, value: float) 🔗

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


RID sphere_shape_create() 🔗

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


RID world_boundary_shape_create() 🔗

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


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