Attention: Here be dragons

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

PhysicsServer3D

Hérite de : Object

Hérité par : PhysicsServer3DExtension

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

Description

PhysicsServer3D est le serveur responsable de toute la physique 3D. Il peut directement créer et manipuler tous les objets physiques :

  • Un espace est un monde autonome pour une simulation de physique. Il contient des corps, des zones et des articulations. Son état peut être questionné pour les informations de collision et d'intersection, et plusieurs paramètres de la simulation peuvent être modifiés.

  • Une forme est une forme géométrique comme une sphère, une boîte, un cylindre ou un polygone. Elle peut être utilisée pour la détection de collision en l'ajoutant à un corps/zone, éventuellement avec une transformation supplémentaire par rapport à l'origine du corps/de la zone. Les corps/zones peuvent avoir plusieurs formes (transformées) ajoutées à eux, et une même forme peut être ajoutée aux corps/zones plusieurs fois avec différentes transformations locales.

  • Un corps est un objet physique qui peut être en mode statique, cinématique ou rigide. Son état (comme la position et la vitesse) peut être mis à jour. Un callback d'intégration de la force peut être défini pour personnaliser la physique du corps.

  • Une zone est une région dans l'espace qui peut être utilisée pour détecter les corps et les zones qui en entrent et sortant. Un callback de surveillance de corps peut être défini pour signaler l'entrée/sortie de formes de corps, et de même un callback de surveillance de zone peut être défini. La gravité et l'amortissement peuvent être redéfinis dans la zone en définissant les paramètres de la zone.

  • Une jointure est une contrainte, soit entre deux corps ou sur un corps par rapport à un point. Des paramètres tels que le biais de la jointure ou la longueur au repos d'une jointure de ressort peuvent être ajustés.

Les objets physiques dans PhysicsServer3D peuvent être créés et manipulés de façon indépendante, ils n'ont pas à être liés à des nœuds dans l'arbre de scène.

Note : Tous les nœuds physiques 3D utilisent le serveur physique interne. L'ajout d'un nœud physique à l'arbre de scène provoquera la création d'un objet physique correspondant dans le serveur de physique. Un nœud de corps rigide enregistre un callback qui met à jour la transformation du nœud avec la transformation de l'objet de corps respectif dans le serveur de physique (chaque mise à jour physique). Un nœud de zone enregistre un callback pour informer le nœud de zone sur les chevauchements avec l'objet de zone correspondant dans le serveur de physique. Le nœud de raycast questionne l'état direct de l'espace pertinent dans le serveur de physique.

Méthodes

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: Axis, flag: G6DOFJointAxisFlag) const

float

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

void

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

void

generic_6dof_joint_set_param(joint: RID, axis: 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)

void

soft_body_apply_central_force(body: RID, force: Vector3)

void

soft_body_apply_central_impulse(body: RID, impulse: Vector3)

void

soft_body_apply_point_force(body: RID, point_index: int, force: Vector3)

void

soft_body_apply_point_impulse(body: RID, point_index: int, impulse: Vector3)

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

float

soft_body_get_shrinking_factor(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_shrinking_factor(body: RID, shrinking_factor: float)

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()


Énumérations

enum JointType: 🔗

JointType JOINT_TYPE_PIN = 0

Le Joint3D est un PinJoint3D.

JointType JOINT_TYPE_HINGE = 1

Le Joint3D est un HingeJoint3D.

JointType JOINT_TYPE_SLIDER = 2

Le Joint3D est un SliderJoint3D.

JointType JOINT_TYPE_CONE_TWIST = 3

Le Joint3D est un ConeTwistJoint3D.

JointType JOINT_TYPE_6DOF = 4

Le Joint3D est un Generic6DOFJoint3D.

JointType JOINT_TYPE_MAX = 5

Représente la taille de l'énumération JointType.


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.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

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.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

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.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.


enum HingeJointParam: 🔗

HingeJointParam HINGE_JOINT_BIAS = 0

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

HingeJointParam HINGE_JOINT_LIMIT_UPPER = 1

La rotation maximale à travers la charnière.

HingeJointParam HINGE_JOINT_LIMIT_LOWER = 2

La rotation minimale à travers la charnière.

HingeJointParam HINGE_JOINT_LIMIT_BIAS = 3

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

HingeJointParam HINGE_JOINT_LIMIT_SOFTNESS = 4

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

HingeJointParam HINGE_JOINT_LIMIT_RELAXATION = 5

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

HingeJointParam HINGE_JOINT_MOTOR_TARGET_VELOCITY = 6

Vitesse cible pour le moteur.

HingeJointParam HINGE_JOINT_MOTOR_MAX_IMPULSE = 7

Accélération maximale pour le moteur.


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

La différence maximale entre les points du pivot sur leur axe X avant que l'amortissement se produit.

SliderJointParam SLIDER_JOINT_LINEAR_LIMIT_LOWER = 1

La différence minimale entre les points du pivot sur leur axe X avant que l'amortissement se produit.

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.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION = 3

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_LINEAR_LIMIT_DAMPING = 4

The amount of damping once the slider limits are surpassed.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

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.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_LINEAR_MOTION_RESTITUTION = 6

The amount of restitution inside the slider limits.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_LINEAR_MOTION_DAMPING = 7

The amount of damping inside the slider limits.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS = 8

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION = 9

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING = 10

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_ANGULAR_LIMIT_UPPER = 11

The upper limit of rotation in the slider.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_ANGULAR_LIMIT_LOWER = 12

The lower limit of rotation in the slider.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS = 13

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION = 14

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_ANGULAR_LIMIT_DAMPING = 15

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS = 16

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION = 17

The amount of restitution of the rotation in the limits.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_ANGULAR_MOTION_DAMPING = 18

The amount of damping of the rotation in the limits.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS = 19

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION = 20

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING = 21

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SliderJointParam SLIDER_JOINT_MAX = 22

Représente la taille de l'énumération SliderJointParam.


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.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

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.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

ConeTwistJointParam CONE_TWIST_JOINT_RELAXATION = 4

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.


enum G6DOFJointAxisParam: 🔗

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_LOWER_LIMIT = 0

La différence minimale entre les axes des points de pivot.

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_UPPER_LIMIT = 1

La différence maximale entre les axes des points de pivot.

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS = 2

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_RESTITUTION = 3

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

G6DOFJointAxisParam G6DOF_JOINT_LINEAR_DAMPING = 4

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

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

La rotation minimale dans la direction négative pour se détacher et tourner autour des axes.

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_UPPER_LIMIT = 11

La rotation minimale dans la direction positive pour se détacher et tourner autour des axes.

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS = 12

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_DAMPING = 13

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_RESTITUTION = 14

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_FORCE_LIMIT = 15

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

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

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.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY = 17

Vitesse cible pour le moteur aux axes.

G6DOFJointAxisParam G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT = 18

Accélération maximale pour le moteur aux 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

Représente la taille de l'énumération G6DOFJointAxisParam.


enum G6DOFJointAxisFlag: 🔗

G6DOFJointAxisFlag G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT = 0

Si définit, le mouvement linéaire est possible dans les limites données.

G6DOFJointAxisFlag G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT = 1

Si définit, la rotation est 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

Représente la taille de l'énumération G6DOFJointAxisFlag.


enum ShapeType: 🔗

ShapeType SHAPE_WORLD_BOUNDARY = 0

Constant for creating a world boundary shape (used by the WorldBoundaryShape3D resource).

ShapeType SHAPE_SEPARATION_RAY = 1

Constant for creating a separation ray shape (used by the SeparationRayShape3D resource).

ShapeType SHAPE_SPHERE = 2

Constant for creating a sphere shape (used by the SphereShape3D resource).

ShapeType SHAPE_BOX = 3

Constant for creating a box shape (used by the BoxShape3D resource).

ShapeType SHAPE_CAPSULE = 4

Constant for creating a capsule shape (used by the CapsuleShape3D resource).

ShapeType SHAPE_CYLINDER = 5

Constant for creating a cylinder shape (used by the CylinderShape3D resource).

ShapeType SHAPE_CONVEX_POLYGON = 6

Constant for creating a convex polygon shape (used by the ConvexPolygonShape3D resource).

ShapeType SHAPE_CONCAVE_POLYGON = 7

Constant for creating a concave polygon (trimesh) shape (used by the ConcavePolygonShape3D resource).

ShapeType SHAPE_HEIGHTMAP = 8

Constant for creating a heightmap shape (used by the HeightMapShape3D resource).

ShapeType SHAPE_SOFT_BODY = 9

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

ShapeType SHAPE_CUSTOM = 10

Constant used internally for a custom shape. Any attempt to create this kind of shape results in an error when using Godot Physics or Jolt Physics.


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

La constante pour définir/obtenir la force de gravité de l'aire.

AreaParameter AREA_PARAM_GRAVITY_VECTOR = 2

La constante pour définir/obtenir le centre de gravité de l'aire.

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

La constant pour définir/obtenir la priorité (l'ordre de gestion) de l'aire.

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

La constante pour définir/obtenir le facteur de rebond.

BodyParameter BODY_PARAM_FRICTION = 1

Constante pour définir/récupérer la friction du corps.

BodyParameter BODY_PARAM_MASS = 2

La constante pour définir/obtenir la masse du corps.

BodyParameter BODY_PARAM_INERTIA = 3

La constante pour définir/obtenir l'inertie du corps.

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

La constante pour définir/obtenir le facteur de multiplication de la gravité du corps.

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

Représente la taille de l'énumération BodyParameter.


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

La constante pour définir/obtenir la matrice de transformation actuelle du corps.

BodyState BODY_STATE_LINEAR_VELOCITY = 1

La constante pour définir/récupérer la vélocité linéaire actuelle de ce corps.

BodyState BODY_STATE_ANGULAR_VELOCITY = 2

La constante pour définir/récupérer la vélocité angulaire actuelle de ce corps.

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

La constante pour définir/obtenir si le corps peut être au repos.


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

La constante pour récupérer le nombre d'objets qui ne dorment pas.

ProcessInfo INFO_COLLISION_PAIRS = 1

La constante pour obtenir le nombre possible de 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.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

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.

Note: Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.

SpaceParameter SPACE_PARAM_BODY_TIME_TO_SLEEP = 6

Constante pour définir/obtenir la durée maximale d'activité. Un corps marqué comme potentiellement inactif pour la vitesse linéaire et angulaire sera endormi après cette durée.

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!


Descriptions des méthodes

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) 🔗

Ajoute une forme à la zone, avec une matrice de transformation. Les formes sont généralement référencées par leur index, vous devez donc suivre quelle forme a un index donné.


void area_attach_object_instance_id(area: RID, id: int) 🔗

Assigne la zone à un descendant de Object, afin qu'il puisse exister dans l'arbre des nœuds.


void area_clear_shapes(area: RID) 🔗

Supprime toutes les formes d'une zone. Il ne supprime pas les formes, de sorte qu'elles peuvent être réaffectées ultérieurement.


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 🔗

Obtient l'identifiant d'instance de l'objet auquel la zone est attribuée.


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 🔗

Renvoie le RID de la n-ième forme d'une zone.


int area_get_shape_count(area: RID) const 🔗

Renvoie le nombre de formes assignées à une zone.


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

Renvoie la matrice de transformation d’une forme dans une zone.


RID area_get_space(area: RID) const 🔗

Renvoie l’espace affecté à la zone.


Transform3D area_get_transform(area: RID) const 🔗

Renvoie la matrice de transformation pour une zone.


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

Enlève une forme d’une zone. Il ne supprime pas la forme, de sorte qu'elle peut être réaffectée plus tard.


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) 🔗

Affecte la zone à un ou plusieurs calques de physique.


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

Définit les calques de physique que la zone surveillera.


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) 🔗

Définit l'objet comme sélectionnable par les rayons.


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) 🔗

Définit la matrice de transformation pour la forme de l'aire.


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

Assigne un espace pour l'aire.


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

Définit la matrice de transformation pour l'aire.


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

Ajoute un corps à la liste de ceux ignorés lors des 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)) 🔗

Applique une force positionnée au corps. Une force est dépendante du temps et destinée à être appliquée à chaque mise à jour physique.

position est le décalage depuis l'origine du corps dans les coordonnées globales.


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

Applique une impulsion positionnée au corps.

Une impulsion est indépendante du temps ! Appliquer une impulsion à chaque trame entraînerait une force dépendante du taux de rafraîchissement. Pour cette raison, elle ne devrait être utilisée que pour simuler des impacts ponctuels (utilisez les fonctions "_force" sinon).

position est le décalage depuis l'origine du corps dans les coordonnées globales.


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) 🔗

Assigne la zone à un descendant de Object, afin qu'il puisse exister dans l'arbre des nœuds.


void body_clear_shapes(body: RID) 🔗

Retire toutes les formes du corps.


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 🔗

Renvoie le(s) couche(s) physique(s) auquel(s) ce corps appartient.


int body_get_collision_mask(body: RID) const 🔗

Renvoie le(s) couche(s) physique(s) avec lesquelles un corps peut entrer en collision.


float body_get_collision_priority(body: RID) const 🔗

Renvoie la priorité de collision du corps.


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 🔗

Renvoie le nombre maximal de contacts qui peuvent être détectés. Voir body_set_max_contacts_reported().


BodyMode body_get_mode(body: RID) const 🔗

Renvoie le mode du corps.


int body_get_object_instance_id(body: RID) const 🔗

Obtient l'identifiant d'instance de l'objet auquel la zone est attribuée.


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 🔗

Renvoie le RID de la n-ième forme d'un corps.


int body_get_shape_count(body: RID) const 🔗

Renvoie le nombre de formes associées à un corps.


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

Renvoie la matrice de transformation pour la forme d'un corps.


RID body_get_space(body: RID) const 🔗

Renvoie le RID de la forme assignée à un corps.


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

Renvoie un état d'un corps.


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) 🔗

Définit la vélocité d'un axe. La vélocité dans l'axe du vecteur donné sera définie comme la longueur du vecteur donné. Utile pour le comportement lors d'un saut.


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

Définit le(s) calque(s) physique(s) auquel(s) ce corps appartient.


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

Définit le(s) calque(s) physique(s) où le corps peut entrer en collision.


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

Définit la priorité de collision du corps.


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) 🔗

Définit les forces de rotation constantes totales du corps appliquées lors de chaque mise à jour physique.

Voir body_add_constant_torque().


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

Si true, le mode de détection continue des collisions est activé.

La détection continue des collisions tente de prédire où un corps mobile va collisionner, au lieu de le déplacer et de corriger son mouvement s'il collisionne.


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) 🔗

Définit le mode du corps.


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) 🔗

Remplace la forme du corps par une autre. L'ancienne forme est choisie par son index, et la nouvelle par son 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) 🔗

Définit la matrice de transformation pour la forme du corps.


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

Assigne un espace au corps (voir space_create()).


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

Définit un état du corps.


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() 🔗

Creates a 3D box shape in the physics server, and returns the RID that identifies it. Use shape_set_data() to set the box's half-extents.


RID capsule_shape_create() 🔗

Creates a 3D capsule shape in the physics server, and returns the RID that identifies it. Use shape_set_data() to set the capsule's height and radius.


RID concave_polygon_shape_create() 🔗

Creates a 3D concave polygon shape in the physics server, and returns the RID that identifies it. Use shape_set_data() to set the concave polygon's triangles.


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

Gets a cone twist joint parameter.


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

Sets a cone twist joint parameter.


RID convex_polygon_shape_create() 🔗

Creates a 3D convex polygon shape in the physics server, and returns the RID that identifies it. Use shape_set_data() to set the convex polygon's points.


RID custom_shape_create() 🔗

Creates a custom shape in the physics server, and returns the RID that identifies it. Use shape_set_data() to set the shape's data.

Note: Custom shapes are not supported by the built-in physics servers, so calling this method always produces an error when using Godot Physics or Jolt Physics. Custom physics servers implemented as GDExtensions may support a custom shape.


RID cylinder_shape_create() 🔗

Creates a 3D cylinder shape in the physics server, and returns the RID that identifies it. Use shape_set_data() to set the cylinder's height and radius.


void free_rid(rid: RID) 🔗

Détruit l'un des objets créés par PhysicsServer3D. Si le RID passé n'est pas un des objets qui peuvent être créés par PhysicsServer3D, une erreur sera envoyée à la console.


bool generic_6dof_joint_get_flag(joint: RID, axis: Axis, flag: G6DOFJointAxisFlag) const 🔗

Returns the value of a generic 6DOF joint flag.


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

Returns the value of a generic 6DOF joint parameter.


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

Sets the value of a given generic 6DOF joint flag.


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

Sets the value of a given generic 6DOF joint parameter.


int get_process_info(process_info: ProcessInfo) 🔗

Returns the value of a physics engine state specified by process_info.


RID heightmap_shape_create() 🔗

Creates a 3D heightmap shape in the physics server, and returns the RID that identifies it. Use shape_set_data() to set the heightmap's data.


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

Obtient un drapeau de liaison avec charnière.


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

Obtient un paramètre de liaison avec charnière.


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

Définit un drapeau de liaison avec charnière.


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

Définit un paramètre de liaison avec charnière.


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) 🔗

Définit si les corps attachés au Joint3D entreront en collision l'un avec l'autre.


int joint_get_solver_priority(joint: RID) const 🔗

Gets the priority value of the Joint3D.

Note: Only supported when using GodotPhysics3D. This method always returns 1 when using Jolt Physics, as it does not support joint solver priority.


JointType joint_get_type(joint: RID) const 🔗

Renvoie le type du Joint3D.


bool joint_is_disabled_collisions_between_bodies(joint: RID) const 🔗

Renvoie si les corps attachés au Joint3D entreront en collision l'un avec l'autre.


void joint_make_cone_twist(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_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) 🔗

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


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.

Note: Only supported when using GodotPhysics3D. This method has no effect when using Jolt Physics, as it does not support joint solver priority.


Vector3 pin_joint_get_local_a(joint: RID) const 🔗

Renvoie la position de la liaison dans l'espace local du corps A de la liaison.


Vector3 pin_joint_get_local_b(joint: RID) const 🔗

Renvoie la position de la liaison dans l'espace local du corps B de la liaison.


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

Gets a pin joint parameter.


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.


RID separation_ray_shape_create() 🔗

Creates a 3D separation ray shape in the physics server, and returns the RID that identifies it. Use shape_set_data() to set the shape's length and slide_on_slope properties.


void set_active(active: bool) 🔗

Active ou désactive le moteur physique 3D.


Variant shape_get_data(shape: RID) const 🔗

Returns the shape data that configures the shape, such as the half-extents of a box or the triangles of a concave (trimesh) shape. See shape_set_data() for the precise format of this data in each case.


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 🔗

Renvoie le type de forme.


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

Sets the shape data that configures the shape. The data to be passed depends on the shape's type (see shape_get_type()):


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

Définit la marge de collision pour la forme.

Note : Ceci n'est pas utilisé dans Godot Physics.


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

Gets a slider joint parameter.


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

Gets a slider joint parameter.


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

Ajoute le corps donné à la liste des corps exemptés des collisions.


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

Distribue et applique une force à tous les points. Une force est dépendante du temps et est destinée à être appliquée à chaque mise à jour physique.


void soft_body_apply_central_impulse(body: RID, impulse: Vector3) 🔗

Distribue et applique une impulsion à tous les points.

Une impulsion est indépendante du temps ! Appliquer une impulsion à chaque trame entraînerait une force dépendante du taux de rafraîchissement. Pour cette raison, elle ne devrait être utilisée que pour simuler des impacts ponctuels (utiliser les fonctions "_force" sinon).


void soft_body_apply_point_force(body: RID, point_index: int, force: Vector3) 🔗

Applique une force à un point. Une force est dépendante du temps et destinée à être appliquée à chaque mise à jour physique.


void soft_body_apply_point_impulse(body: RID, point_index: int, impulse: Vector3) 🔗

Applique une impulsion à un point.

Une impulsion est indépendante du temps ! Appliquer une impulsion à chaque trame entraînerait une force dépendante du taux de rafraichissent. Pour cette raison, elle ne devrait être utilisée que pour simuler des impacts ponctuels (utiliser les fonctions "_force" sinon).


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.


float soft_body_get_shrinking_factor(body: RID) const 🔗

Returns the shrinking factor 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.

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) 🔗

Définit le maillage du corps souple donné.


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_shrinking_factor(body: RID, shrinking_factor: float) 🔗

Sets the shrinking factor of the given soft body.


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.

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 🔗

Renvoie la valeur d'un paramètre de l'espace.


bool space_is_active(space: RID) const 🔗

Renvoie si l'espace est actif.


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() 🔗

Creates a 3D sphere shape in the physics server, and returns the RID that identifies it. Use shape_set_data() to set the sphere's radius.


RID world_boundary_shape_create() 🔗

Creates a 3D world boundary shape in the physics server, and returns the RID that identifies it. Use shape_set_data() to set the shape's normal direction and distance properties.