PhysicsServer3DExtension
Inherits: PhysicsServer3D < Object
Provides virtual methods that can be overridden to create custom PhysicsServer3D implementations.
Description
This class extends PhysicsServer3D by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.
Intended for use with GDExtension to create custom implementations of PhysicsServer3D.
Methods
Method Descriptions
void _area_add_shape(area: RID, shape: RID, transform: Transform3D, disabled: bool) virtual 🔗
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void _area_attach_object_instance_id(area: RID, id: int) virtual 🔗
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void _area_clear_shapes(area: RID) virtual 🔗
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int _area_get_collision_layer(area: RID) virtual const 🔗
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int _area_get_collision_mask(area: RID) virtual const 🔗
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int _area_get_object_instance_id(area: RID) virtual const 🔗
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Variant _area_get_param(area: RID, param: AreaParameter) virtual const 🔗
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RID _area_get_shape(area: RID, shape_idx: int) virtual const 🔗
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int _area_get_shape_count(area: RID) virtual const 🔗
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Transform3D _area_get_shape_transform(area: RID, shape_idx: int) virtual const 🔗
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RID _area_get_space(area: RID) virtual const 🔗
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Transform3D _area_get_transform(area: RID) virtual const 🔗
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void _area_remove_shape(area: RID, shape_idx: int) virtual 🔗
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void _area_set_area_monitor_callback(area: RID, callback: Callable) virtual 🔗
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void _area_set_collision_layer(area: RID, layer: int) virtual 🔗
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void _area_set_collision_mask(area: RID, mask: int) virtual 🔗
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void _area_set_monitor_callback(area: RID, callback: Callable) virtual 🔗
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void _area_set_monitorable(area: RID, monitorable: bool) virtual 🔗
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void _area_set_param(area: RID, param: AreaParameter, value: Variant) virtual 🔗
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void _area_set_ray_pickable(area: RID, enable: bool) virtual 🔗
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void _area_set_shape(area: RID, shape_idx: int, shape: RID) virtual 🔗
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void _area_set_shape_disabled(area: RID, shape_idx: int, disabled: bool) virtual 🔗
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void _area_set_shape_transform(area: RID, shape_idx: int, transform: Transform3D) virtual 🔗
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void _area_set_space(area: RID, space: RID) virtual 🔗
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void _area_set_transform(area: RID, transform: Transform3D) virtual 🔗
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void _body_add_collision_exception(body: RID, excepted_body: RID) virtual 🔗
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void _body_add_constant_central_force(body: RID, force: Vector3) virtual 🔗
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void _body_add_constant_force(body: RID, force: Vector3, position: Vector3) virtual 🔗
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void _body_add_constant_torque(body: RID, torque: Vector3) virtual 🔗
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void _body_add_shape(body: RID, shape: RID, transform: Transform3D, disabled: bool) virtual 🔗
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void _body_apply_central_force(body: RID, force: Vector3) virtual 🔗
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void _body_apply_central_impulse(body: RID, impulse: Vector3) virtual 🔗
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void _body_apply_force(body: RID, force: Vector3, position: Vector3) virtual 🔗
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void _body_apply_impulse(body: RID, impulse: Vector3, position: Vector3) virtual 🔗
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void _body_apply_torque(body: RID, torque: Vector3) virtual 🔗
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void _body_apply_torque_impulse(body: RID, impulse: Vector3) virtual 🔗
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void _body_attach_object_instance_id(body: RID, id: int) virtual 🔗
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void _body_clear_shapes(body: RID) virtual 🔗
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Array[RID] _body_get_collision_exceptions(body: RID) virtual const 🔗
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int _body_get_collision_layer(body: RID) virtual const 🔗
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int _body_get_collision_mask(body: RID) virtual const 🔗
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float _body_get_collision_priority(body: RID) virtual const 🔗
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Vector3 _body_get_constant_force(body: RID) virtual const 🔗
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Vector3 _body_get_constant_torque(body: RID) virtual const 🔗
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float _body_get_contacts_reported_depth_threshold(body: RID) virtual const 🔗
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PhysicsDirectBodyState3D _body_get_direct_state(body: RID) virtual 🔗
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int _body_get_max_contacts_reported(body: RID) virtual const 🔗
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BodyMode _body_get_mode(body: RID) virtual const 🔗
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int _body_get_object_instance_id(body: RID) virtual const 🔗
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Variant _body_get_param(body: RID, param: BodyParameter) virtual const 🔗
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RID _body_get_shape(body: RID, shape_idx: int) virtual const 🔗
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int _body_get_shape_count(body: RID) virtual const 🔗
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Transform3D _body_get_shape_transform(body: RID, shape_idx: int) virtual const 🔗
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RID _body_get_space(body: RID) virtual const 🔗
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Variant _body_get_state(body: RID, state: BodyState) virtual const 🔗
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int _body_get_user_flags(body: RID) virtual const 🔗
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bool _body_is_axis_locked(body: RID, axis: BodyAxis) virtual const 🔗
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bool _body_is_continuous_collision_detection_enabled(body: RID) virtual const 🔗
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bool _body_is_omitting_force_integration(body: RID) virtual const 🔗
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void _body_remove_collision_exception(body: RID, excepted_body: RID) virtual 🔗
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void _body_remove_shape(body: RID, shape_idx: int) virtual 🔗
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void _body_reset_mass_properties(body: RID) virtual 🔗
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void _body_set_axis_lock(body: RID, axis: BodyAxis, lock: bool) virtual 🔗
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void _body_set_axis_velocity(body: RID, axis_velocity: Vector3) virtual 🔗
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void _body_set_collision_layer(body: RID, layer: int) virtual 🔗
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void _body_set_collision_mask(body: RID, mask: int) virtual 🔗
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void _body_set_collision_priority(body: RID, priority: float) virtual 🔗
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void _body_set_constant_force(body: RID, force: Vector3) virtual 🔗
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void _body_set_constant_torque(body: RID, torque: Vector3) virtual 🔗
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void _body_set_contacts_reported_depth_threshold(body: RID, threshold: float) virtual 🔗
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void _body_set_enable_continuous_collision_detection(body: RID, enable: bool) virtual 🔗
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void _body_set_force_integration_callback(body: RID, callable: Callable, userdata: Variant) virtual 🔗
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void _body_set_max_contacts_reported(body: RID, amount: int) virtual 🔗
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void _body_set_mode(body: RID, mode: BodyMode) virtual 🔗
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void _body_set_omit_force_integration(body: RID, enable: bool) virtual 🔗
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void _body_set_param(body: RID, param: BodyParameter, value: Variant) virtual 🔗
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void _body_set_ray_pickable(body: RID, enable: bool) virtual 🔗
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void _body_set_shape(body: RID, shape_idx: int, shape: RID) virtual 🔗
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void _body_set_shape_disabled(body: RID, shape_idx: int, disabled: bool) virtual 🔗
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void _body_set_shape_transform(body: RID, shape_idx: int, transform: Transform3D) virtual 🔗
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void _body_set_space(body: RID, space: RID) virtual 🔗
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void _body_set_state(body: RID, state: BodyState, value: Variant) virtual 🔗
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void _body_set_state_sync_callback(body: RID, callable: Callable) virtual 🔗
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void _body_set_user_flags(body: RID, flags: int) virtual 🔗
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bool _body_test_motion(body: RID, from: Transform3D, motion: Vector3, margin: float, max_collisions: int, collide_separation_ray: bool, recovery_as_collision: bool, result: PhysicsServer3DExtensionMotionResult*
) virtual const 🔗
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RID _box_shape_create() virtual 🔗
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RID _capsule_shape_create() virtual 🔗
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RID _concave_polygon_shape_create() virtual 🔗
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float _cone_twist_joint_get_param(joint: RID, param: ConeTwistJointParam) virtual const 🔗
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void _cone_twist_joint_set_param(joint: RID, param: ConeTwistJointParam, value: float) virtual 🔗
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RID _convex_polygon_shape_create() virtual 🔗
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RID _custom_shape_create() virtual 🔗
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RID _cylinder_shape_create() virtual 🔗
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void _end_sync() virtual 🔗
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void _finish() virtual 🔗
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void _flush_queries() virtual 🔗
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void _free_rid(rid: RID) virtual 🔗
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bool _generic_6dof_joint_get_flag(joint: RID, axis: Vector3.Axis, flag: G6DOFJointAxisFlag) virtual const 🔗
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float _generic_6dof_joint_get_param(joint: RID, axis: Vector3.Axis, param: G6DOFJointAxisParam) virtual const 🔗
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void _generic_6dof_joint_set_flag(joint: RID, axis: Vector3.Axis, flag: G6DOFJointAxisFlag, enable: bool) virtual 🔗
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void _generic_6dof_joint_set_param(joint: RID, axis: Vector3.Axis, param: G6DOFJointAxisParam, value: float) virtual 🔗
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int _get_process_info(process_info: ProcessInfo) virtual 🔗
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RID _heightmap_shape_create() virtual 🔗
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bool _hinge_joint_get_flag(joint: RID, flag: HingeJointFlag) virtual const 🔗
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float _hinge_joint_get_param(joint: RID, param: HingeJointParam) virtual const 🔗
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void _hinge_joint_set_flag(joint: RID, flag: HingeJointFlag, enabled: bool) virtual 🔗
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void _hinge_joint_set_param(joint: RID, param: HingeJointParam, value: float) virtual 🔗
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void _init() virtual 🔗
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bool _is_flushing_queries() virtual const 🔗
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void _joint_clear(joint: RID) virtual 🔗
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void _joint_disable_collisions_between_bodies(joint: RID, disable: bool) virtual 🔗
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int _joint_get_solver_priority(joint: RID) virtual const 🔗
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JointType _joint_get_type(joint: RID) virtual const 🔗
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bool _joint_is_disabled_collisions_between_bodies(joint: RID) virtual const 🔗
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void _joint_make_cone_twist(joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D) virtual 🔗
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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) virtual 🔗
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void _joint_make_hinge(joint: RID, body_A: RID, hinge_A: Transform3D, body_B: RID, hinge_B: Transform3D) virtual 🔗
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void _joint_make_hinge_simple(joint: RID, body_A: RID, pivot_A: Vector3, axis_A: Vector3, body_B: RID, pivot_B: Vector3, axis_B: Vector3) virtual 🔗
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void _joint_make_pin(joint: RID, body_A: RID, local_A: Vector3, body_B: RID, local_B: Vector3) virtual 🔗
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void _joint_make_slider(joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D) virtual 🔗
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void _joint_set_solver_priority(joint: RID, priority: int) virtual 🔗
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Vector3 _pin_joint_get_local_a(joint: RID) virtual const 🔗
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Vector3 _pin_joint_get_local_b(joint: RID) virtual const 🔗
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float _pin_joint_get_param(joint: RID, param: PinJointParam) virtual const 🔗
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void _pin_joint_set_local_a(joint: RID, local_A: Vector3) virtual 🔗
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void _pin_joint_set_local_b(joint: RID, local_B: Vector3) virtual 🔗
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void _pin_joint_set_param(joint: RID, param: PinJointParam, value: float) virtual 🔗
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RID _separation_ray_shape_create() virtual 🔗
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void _set_active(active: bool) virtual 🔗
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float _shape_get_custom_solver_bias(shape: RID) virtual const 🔗
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Variant _shape_get_data(shape: RID) virtual const 🔗
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float _shape_get_margin(shape: RID) virtual const 🔗
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ShapeType _shape_get_type(shape: RID) virtual const 🔗
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void _shape_set_custom_solver_bias(shape: RID, bias: float) virtual 🔗
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void _shape_set_data(shape: RID, data: Variant) virtual 🔗
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void _shape_set_margin(shape: RID, margin: float) virtual 🔗
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float _slider_joint_get_param(joint: RID, param: SliderJointParam) virtual const 🔗
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void _slider_joint_set_param(joint: RID, param: SliderJointParam, value: float) virtual 🔗
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void _soft_body_add_collision_exception(body: RID, body_b: RID) virtual 🔗
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RID _soft_body_create() virtual 🔗
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AABB _soft_body_get_bounds(body: RID) virtual const 🔗
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Array[RID] _soft_body_get_collision_exceptions(body: RID) virtual const 🔗
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int _soft_body_get_collision_layer(body: RID) virtual const 🔗
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int _soft_body_get_collision_mask(body: RID) virtual const 🔗
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float _soft_body_get_damping_coefficient(body: RID) virtual const 🔗
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float _soft_body_get_drag_coefficient(body: RID) virtual const 🔗
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float _soft_body_get_linear_stiffness(body: RID) virtual const 🔗
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Vector3 _soft_body_get_point_global_position(body: RID, point_index: int) virtual const 🔗
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float _soft_body_get_pressure_coefficient(body: RID) virtual const 🔗
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int _soft_body_get_simulation_precision(body: RID) virtual const 🔗
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RID _soft_body_get_space(body: RID) virtual const 🔗
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Variant _soft_body_get_state(body: RID, state: BodyState) virtual const 🔗
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float _soft_body_get_total_mass(body: RID) virtual const 🔗
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bool _soft_body_is_point_pinned(body: RID, point_index: int) virtual const 🔗
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void _soft_body_move_point(body: RID, point_index: int, global_position: Vector3) virtual 🔗
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void _soft_body_pin_point(body: RID, point_index: int, pin: bool) virtual 🔗
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void _soft_body_remove_all_pinned_points(body: RID) virtual 🔗
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void _soft_body_remove_collision_exception(body: RID, body_b: RID) virtual 🔗
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void _soft_body_set_collision_layer(body: RID, layer: int) virtual 🔗
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void _soft_body_set_collision_mask(body: RID, mask: int) virtual 🔗
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void _soft_body_set_damping_coefficient(body: RID, damping_coefficient: float) virtual 🔗
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void _soft_body_set_drag_coefficient(body: RID, drag_coefficient: float) virtual 🔗
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void _soft_body_set_linear_stiffness(body: RID, linear_stiffness: float) virtual 🔗
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void _soft_body_set_mesh(body: RID, mesh: RID) virtual 🔗
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void _soft_body_set_pressure_coefficient(body: RID, pressure_coefficient: float) virtual 🔗
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void _soft_body_set_ray_pickable(body: RID, enable: bool) virtual 🔗
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void _soft_body_set_simulation_precision(body: RID, simulation_precision: int) virtual 🔗
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void _soft_body_set_space(body: RID, space: RID) virtual 🔗
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void _soft_body_set_state(body: RID, state: BodyState, variant: Variant) virtual 🔗
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void _soft_body_set_total_mass(body: RID, total_mass: float) virtual 🔗
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void _soft_body_set_transform(body: RID, transform: Transform3D) virtual 🔗
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void _soft_body_update_rendering_server(body: RID, rendering_server_handler: PhysicsServer3DRenderingServerHandler) virtual 🔗
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int _space_get_contact_count(space: RID) virtual const 🔗
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PackedVector3Array _space_get_contacts(space: RID) virtual const 🔗
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PhysicsDirectSpaceState3D _space_get_direct_state(space: RID) virtual 🔗
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float _space_get_param(space: RID, param: SpaceParameter) virtual const 🔗
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bool _space_is_active(space: RID) virtual const 🔗
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void _space_set_active(space: RID, active: bool) virtual 🔗
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void _space_set_debug_contacts(space: RID, max_contacts: int) virtual 🔗
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void _space_set_param(space: RID, param: SpaceParameter, value: float) virtual 🔗
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RID _sphere_shape_create() virtual 🔗
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void _step(step: float) virtual 🔗
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void _sync() virtual 🔗
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RID _world_boundary_shape_create() virtual 🔗
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bool body_test_motion_is_excluding_body(body: RID) const 🔗
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bool body_test_motion_is_excluding_object(object: int) const 🔗
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