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This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

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

void

_area_add_shape(area: RID, shape: RID, transform: Transform3D, disabled: bool) virtual

void

_area_attach_object_instance_id(area: RID, id: int) virtual

void

_area_clear_shapes(area: RID) virtual

RID

_area_create() virtual

int

_area_get_collision_layer(area: RID) virtual const

int

_area_get_collision_mask(area: RID) virtual const

int

_area_get_object_instance_id(area: RID) virtual const

Variant

_area_get_param(area: RID, param: AreaParameter) virtual const

RID

_area_get_shape(area: RID, shape_idx: int) virtual const

int

_area_get_shape_count(area: RID) virtual const

Transform3D

_area_get_shape_transform(area: RID, shape_idx: int) virtual const

RID

_area_get_space(area: RID) virtual const

Transform3D

_area_get_transform(area: RID) virtual const

void

_area_remove_shape(area: RID, shape_idx: int) virtual

void

_area_set_area_monitor_callback(area: RID, callback: Callable) virtual

void

_area_set_collision_layer(area: RID, layer: int) virtual

void

_area_set_collision_mask(area: RID, mask: int) virtual

void

_area_set_monitor_callback(area: RID, callback: Callable) virtual

void

_area_set_monitorable(area: RID, monitorable: bool) virtual

void

_area_set_param(area: RID, param: AreaParameter, value: Variant) virtual

void

_area_set_ray_pickable(area: RID, enable: bool) virtual

void

_area_set_shape(area: RID, shape_idx: int, shape: RID) virtual

void

_area_set_shape_disabled(area: RID, shape_idx: int, disabled: bool) virtual

void

_area_set_shape_transform(area: RID, shape_idx: int, transform: Transform3D) virtual

void

_area_set_space(area: RID, space: RID) virtual

void

_area_set_transform(area: RID, transform: Transform3D) virtual

void

_body_add_collision_exception(body: RID, excepted_body: RID) virtual

void

_body_add_constant_central_force(body: RID, force: Vector3) virtual

void

_body_add_constant_force(body: RID, force: Vector3, position: Vector3) virtual

void

_body_add_constant_torque(body: RID, torque: Vector3) virtual

void

_body_add_shape(body: RID, shape: RID, transform: Transform3D, disabled: bool) virtual

void

_body_apply_central_force(body: RID, force: Vector3) virtual

void

_body_apply_central_impulse(body: RID, impulse: Vector3) virtual

void

_body_apply_force(body: RID, force: Vector3, position: Vector3) virtual

void

_body_apply_impulse(body: RID, impulse: Vector3, position: Vector3) virtual

void

_body_apply_torque(body: RID, torque: Vector3) virtual

void

_body_apply_torque_impulse(body: RID, impulse: Vector3) virtual

void

_body_attach_object_instance_id(body: RID, id: int) virtual

void

_body_clear_shapes(body: RID) virtual

RID

_body_create() virtual

Array[RID]

_body_get_collision_exceptions(body: RID) virtual const

int

_body_get_collision_layer(body: RID) virtual const

int

_body_get_collision_mask(body: RID) virtual const

float

_body_get_collision_priority(body: RID) virtual const

Vector3

_body_get_constant_force(body: RID) virtual const

Vector3

_body_get_constant_torque(body: RID) virtual const

float

_body_get_contacts_reported_depth_threshold(body: RID) virtual const

PhysicsDirectBodyState3D

_body_get_direct_state(body: RID) virtual

int

_body_get_max_contacts_reported(body: RID) virtual const

BodyMode

_body_get_mode(body: RID) virtual const

int

_body_get_object_instance_id(body: RID) virtual const

Variant

_body_get_param(body: RID, param: BodyParameter) virtual const

RID

_body_get_shape(body: RID, shape_idx: int) virtual const

int

_body_get_shape_count(body: RID) virtual const

Transform3D

_body_get_shape_transform(body: RID, shape_idx: int) virtual const

RID

_body_get_space(body: RID) virtual const

Variant

_body_get_state(body: RID, state: BodyState) virtual const

int

_body_get_user_flags(body: RID) virtual const

bool

_body_is_axis_locked(body: RID, axis: BodyAxis) virtual const

bool

_body_is_continuous_collision_detection_enabled(body: RID) virtual const

bool

_body_is_omitting_force_integration(body: RID) virtual const

void

_body_remove_collision_exception(body: RID, excepted_body: RID) virtual

void

_body_remove_shape(body: RID, shape_idx: int) virtual

void

_body_reset_mass_properties(body: RID) virtual

void

_body_set_axis_lock(body: RID, axis: BodyAxis, lock: bool) virtual

void

_body_set_axis_velocity(body: RID, axis_velocity: Vector3) virtual

void

_body_set_collision_layer(body: RID, layer: int) virtual

void

_body_set_collision_mask(body: RID, mask: int) virtual

void

_body_set_collision_priority(body: RID, priority: float) virtual

void

_body_set_constant_force(body: RID, force: Vector3) virtual

void

_body_set_constant_torque(body: RID, torque: Vector3) virtual

void

_body_set_contacts_reported_depth_threshold(body: RID, threshold: float) virtual

void

_body_set_enable_continuous_collision_detection(body: RID, enable: bool) virtual

void

_body_set_force_integration_callback(body: RID, callable: Callable, userdata: Variant) virtual

void

_body_set_max_contacts_reported(body: RID, amount: int) virtual

void

_body_set_mode(body: RID, mode: BodyMode) virtual

void

_body_set_omit_force_integration(body: RID, enable: bool) virtual

void

_body_set_param(body: RID, param: BodyParameter, value: Variant) virtual

void

_body_set_ray_pickable(body: RID, enable: bool) virtual

void

_body_set_shape(body: RID, shape_idx: int, shape: RID) virtual

void

_body_set_shape_disabled(body: RID, shape_idx: int, disabled: bool) virtual

void

_body_set_shape_transform(body: RID, shape_idx: int, transform: Transform3D) virtual

void

_body_set_space(body: RID, space: RID) virtual

void

_body_set_state(body: RID, state: BodyState, value: Variant) virtual

void

_body_set_state_sync_callback(body: RID, callable: Callable) virtual

void

_body_set_user_flags(body: RID, flags: int) virtual

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

RID

_box_shape_create() virtual

RID

_capsule_shape_create() virtual

RID

_concave_polygon_shape_create() virtual

float

_cone_twist_joint_get_param(joint: RID, param: ConeTwistJointParam) virtual const

void

_cone_twist_joint_set_param(joint: RID, param: ConeTwistJointParam, value: float) virtual

RID

_convex_polygon_shape_create() virtual

RID

_custom_shape_create() virtual

RID

_cylinder_shape_create() virtual

void

_end_sync() virtual

void

_finish() virtual

void

_flush_queries() virtual

void

_free_rid(rid: RID) virtual

bool

_generic_6dof_joint_get_flag(joint: RID, axis: Vector3.Axis, flag: G6DOFJointAxisFlag) virtual const

float

_generic_6dof_joint_get_param(joint: RID, axis: Vector3.Axis, param: G6DOFJointAxisParam) virtual const

void

_generic_6dof_joint_set_flag(joint: RID, axis: Vector3.Axis, flag: G6DOFJointAxisFlag, enable: bool) virtual

void

_generic_6dof_joint_set_param(joint: RID, axis: Vector3.Axis, param: G6DOFJointAxisParam, value: float) virtual

int

_get_process_info(process_info: ProcessInfo) virtual

RID

_heightmap_shape_create() virtual

bool

_hinge_joint_get_flag(joint: RID, flag: HingeJointFlag) virtual const

float

_hinge_joint_get_param(joint: RID, param: HingeJointParam) virtual const

void

_hinge_joint_set_flag(joint: RID, flag: HingeJointFlag, enabled: bool) virtual

void

_hinge_joint_set_param(joint: RID, param: HingeJointParam, value: float) virtual

void

_init() virtual

bool

_is_flushing_queries() virtual const

void

_joint_clear(joint: RID) virtual

RID

_joint_create() virtual

void

_joint_disable_collisions_between_bodies(joint: RID, disable: bool) virtual

int

_joint_get_solver_priority(joint: RID) virtual const

JointType

_joint_get_type(joint: RID) virtual const

bool

_joint_is_disabled_collisions_between_bodies(joint: RID) virtual const

void

_joint_make_cone_twist(joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D) virtual

void

_joint_make_generic_6dof(joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D) virtual

void

_joint_make_hinge(joint: RID, body_A: RID, hinge_A: Transform3D, body_B: RID, hinge_B: Transform3D) virtual

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

void

_joint_make_pin(joint: RID, body_A: RID, local_A: Vector3, body_B: RID, local_B: Vector3) virtual

void

_joint_make_slider(joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D) virtual

void

_joint_set_solver_priority(joint: RID, priority: int) virtual

Vector3

_pin_joint_get_local_a(joint: RID) virtual const

Vector3

_pin_joint_get_local_b(joint: RID) virtual const

float

_pin_joint_get_param(joint: RID, param: PinJointParam) virtual const

void

_pin_joint_set_local_a(joint: RID, local_A: Vector3) virtual

void

_pin_joint_set_local_b(joint: RID, local_B: Vector3) virtual

void

_pin_joint_set_param(joint: RID, param: PinJointParam, value: float) virtual

RID

_separation_ray_shape_create() virtual

void

_set_active(active: bool) virtual

float

_shape_get_custom_solver_bias(shape: RID) virtual const

Variant

_shape_get_data(shape: RID) virtual const

float

_shape_get_margin(shape: RID) virtual const

ShapeType

_shape_get_type(shape: RID) virtual const

void

_shape_set_custom_solver_bias(shape: RID, bias: float) virtual

void

_shape_set_data(shape: RID, data: Variant) virtual

void

_shape_set_margin(shape: RID, margin: float) virtual

float

_slider_joint_get_param(joint: RID, param: SliderJointParam) virtual const

void

_slider_joint_set_param(joint: RID, param: SliderJointParam, value: float) virtual

void

_soft_body_add_collision_exception(body: RID, body_b: RID) virtual

RID

_soft_body_create() virtual

AABB

_soft_body_get_bounds(body: RID) virtual const

Array[RID]

_soft_body_get_collision_exceptions(body: RID) virtual const

int

_soft_body_get_collision_layer(body: RID) virtual const

int

_soft_body_get_collision_mask(body: RID) virtual const

float

_soft_body_get_damping_coefficient(body: RID) virtual const

float

_soft_body_get_drag_coefficient(body: RID) virtual const

float

_soft_body_get_linear_stiffness(body: RID) virtual const

Vector3

_soft_body_get_point_global_position(body: RID, point_index: int) virtual const

float

_soft_body_get_pressure_coefficient(body: RID) virtual const

int

_soft_body_get_simulation_precision(body: RID) virtual const

RID

_soft_body_get_space(body: RID) virtual const

Variant

_soft_body_get_state(body: RID, state: BodyState) virtual const

float

_soft_body_get_total_mass(body: RID) virtual const

bool

_soft_body_is_point_pinned(body: RID, point_index: int) virtual const

void

_soft_body_move_point(body: RID, point_index: int, global_position: Vector3) virtual

void

_soft_body_pin_point(body: RID, point_index: int, pin: bool) virtual

void

_soft_body_remove_all_pinned_points(body: RID) virtual

void

_soft_body_remove_collision_exception(body: RID, body_b: RID) virtual

void

_soft_body_set_collision_layer(body: RID, layer: int) virtual

void

_soft_body_set_collision_mask(body: RID, mask: int) virtual

void

_soft_body_set_damping_coefficient(body: RID, damping_coefficient: float) virtual

void

_soft_body_set_drag_coefficient(body: RID, drag_coefficient: float) virtual

void

_soft_body_set_linear_stiffness(body: RID, linear_stiffness: float) virtual

void

_soft_body_set_mesh(body: RID, mesh: RID) virtual

void

_soft_body_set_pressure_coefficient(body: RID, pressure_coefficient: float) virtual

void

_soft_body_set_ray_pickable(body: RID, enable: bool) virtual

void

_soft_body_set_simulation_precision(body: RID, simulation_precision: int) virtual

void

_soft_body_set_space(body: RID, space: RID) virtual

void

_soft_body_set_state(body: RID, state: BodyState, variant: Variant) virtual

void

_soft_body_set_total_mass(body: RID, total_mass: float) virtual

void

_soft_body_set_transform(body: RID, transform: Transform3D) virtual

void

_soft_body_update_rendering_server(body: RID, rendering_server_handler: PhysicsServer3DRenderingServerHandler) virtual

RID

_space_create() virtual

int

_space_get_contact_count(space: RID) virtual const

PackedVector3Array

_space_get_contacts(space: RID) virtual const

PhysicsDirectSpaceState3D

_space_get_direct_state(space: RID) virtual

float

_space_get_param(space: RID, param: SpaceParameter) virtual const

bool

_space_is_active(space: RID) virtual const

void

_space_set_active(space: RID, active: bool) virtual

void

_space_set_debug_contacts(space: RID, max_contacts: int) virtual

void

_space_set_param(space: RID, param: SpaceParameter, value: float) virtual

RID

_sphere_shape_create() virtual

void

_step(step: float) virtual

void

_sync() virtual

RID

_world_boundary_shape_create() virtual

bool

body_test_motion_is_excluding_body(body: RID) const

bool

body_test_motion_is_excluding_object(object: int) const


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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RID _area_create() 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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RID _body_create() 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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RID _joint_create() 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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RID _space_create() 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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