Server interface for low level physics access.
    public static class PhysicsServer

Everything related to physics in 3D.

Inheritance Chain

Static Properties

    public static Object Singleton { get; }

Static Methods

    public static void AreaAddShape(RID area, RID shape, Transform? transform = default(Transform?))

Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.

    public static void AreaAttachObjectInstanceId(RID area, int id)

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

    public static void AreaClearShapes(RID area)

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

    public static RID AreaCreate()

Creates an Area.

    public static int AreaGetObjectInstanceId(RID area)

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

    public static object AreaGetParam(RID area, AreaParameter param)

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

    public static RID AreaGetShape(RID area, int shapeIdx)

Returns the RID of the nth shape of an area.

    public static int AreaGetShapeCount(RID area)

Returns the number of shapes assigned to an area.

    public static Transform AreaGetShapeTransform(RID area, int shapeIdx)

Returns the transform matrix of a shape within an area.

    public static RID AreaGetSpace(RID area)

Returns the space assigned to the area.

    public static AreaSpaceOverrideMode AreaGetSpaceOverrideMode(RID area)

Returns the space override mode for the area.

    public static Transform AreaGetTransform(RID area)

Returns the transform matrix for an area.

    public static bool AreaIsRayPickable(RID area)

If true, area collides with rays.

    public static void AreaRemoveShape(RID area, int shapeIdx)

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

    public static void AreaSetAreaMonitorCallback(RID area, Object receiver, string method)

    public static void AreaSetCollisionLayer(RID area, int layer)

Assigns the area to one or many physics layers.

    public static void AreaSetCollisionMask(RID area, int mask)

Sets which physics layers the area will monitor.

    public static void AreaSetMonitorable(RID area, bool monitorable)

    public static void AreaSetMonitorCallback(RID area, Object receiver, string method)

Sets the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters:

1: AREA_BODY_ADDED or AREA_BODY_REMOVED, depending on whether the object entered or exited the area.

2: RID of the object that entered/exited the area.

3: Instance ID of the object that entered/exited the area.

4: The shape index of the object that entered/exited the area.

5: The shape index of the area where the object entered/exited.

    public static void AreaSetParam(RID area, AreaParameter param, object value)

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

    public static void AreaSetRayPickable(RID area, bool enable)

Sets object pickable with rays.

    public static void AreaSetShape(RID area, int shapeIdx, RID shape)

Substitutes a given area shape by another. The old shape is selected by its index, the new one by its RID.

    public static void AreaSetShapeTransform(RID area, int shapeIdx, Transform transform)

Sets the transform matrix for an area shape.

    public static void AreaSetSpace(RID area, RID space)

Assigns a space to the area.

    public static void AreaSetSpaceOverrideMode(RID area, AreaSpaceOverrideMode mode)

Sets the space override mode for the area. The modes are described in the constants AREA_SPACE_OVERRIDE_*.

    public static void AreaSetTransform(RID area, Transform transform)

Sets the transform matrix for an area.

    public static void BodyAddCentralForce(RID body, Vector3 force)

    public static void BodyAddCollisionException(RID body, RID exceptedBody)

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

    public static void BodyAddForce(RID body, Vector3 force, Vector3 position)

    public static void BodyAddShape(RID body, RID shape, Transform? transform = default(Transform?))

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.

    public static void BodyAddTorque(RID body, Vector3 torque)

    public static void BodyApplyCentralImpulse(RID body, Vector3 impulse)

    public static void BodyApplyImpulse(RID body, Vector3 position, Vector3 impulse)

Gives the body a push at a position in the direction of the impulse.

    public static void BodyApplyTorqueImpulse(RID body, Vector3 impulse)

Gives the body a push to rotate it.

    public static void BodyAttachObjectInstanceId(RID body, int id)

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

    public static void BodyClearShapes(RID body)

Removes all shapes from a body.

    public static RID BodyCreate(BodyMode mode = BodyMode.Rigid, bool initSleeping = false)

Creates a physics body. The first parameter can be any value from constants BODY_MODE*, for the type of body created. Additionally, the body can be created in sleeping state to save processing time.

    public static int BodyGetCollisionLayer(RID body)

Returns the physics layer or layers a body belongs to.

    public static int BodyGetCollisionMask(RID body)

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

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    public static PhysicsDirectBodyState BodyGetDirectState(RID body)

Returns the PhysicsDirectBodyState of the body.

    public static float BodyGetKinematicSafeMargin(RID body)

    public static int BodyGetMaxContactsReported(RID body)

Returns the maximum contacts that can be reported. See BodySetMaxContactsReported(Godot.RID, int).

    public static BodyMode BodyGetMode(RID body)

Returns the body mode.

    public static int BodyGetObjectInstanceId(RID body)

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

    public static float BodyGetParam(RID body, BodyParameter param)

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

    public static RID BodyGetShape(RID body, int shapeIdx)

Returns the RID of the nth shape of a body.

    public static int BodyGetShapeCount(RID body)

Returns the number of shapes assigned to a body.

    public static Transform BodyGetShapeTransform(RID body, int shapeIdx)

Returns the transform matrix of a body shape.

    public static RID BodyGetSpace(RID body)

Returns the RID of the space assigned to a body.

    public static object BodyGetState(RID body, BodyState state)

Returns a body state.

    public static bool BodyIsAxisLocked(RID body, BodyAxis axis)

    public static bool BodyIsContinuousCollisionDetectionEnabled(RID body)

If true, the continuous collision detection mode is enabled.

    public static bool BodyIsOmittingForceIntegration(RID body)

Returns whether a body uses a callback function to calculate its own physics (see BodySetForceIntegrationCallback(Godot.RID, Godot.Object, string, object)).

    public static bool BodyIsRayPickable(RID body)

If true, the body can be detected by rays

    public static void BodyRemoveCollisionException(RID body, RID exceptedBody)

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.

    public static void BodyRemoveShape(RID body, int shapeIdx)

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

    public static void BodySetAxisLock(RID body, BodyAxis axis, bool @lock)

    public static void BodySetAxisVelocity(RID body, Vector3 axisVelocity)

Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.

    public static void BodySetCollisionLayer(RID body, int layer)

Sets the physics layer or layers a body belongs to.

    public static void BodySetCollisionMask(RID body, int mask)

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

    public static void BodySetEnableContinuousCollisionDetection(RID body, bool enable)

If true, the continuous collision detection mode is enabled.

Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.

    public static void BodySetForceIntegrationCallback(RID body, Object receiver, string method, object userdata = null)

Sets the function used to calculate physics for an object, if that object allows it (see BodySetOmitForceIntegration(Godot.RID, bool)).

    public static void BodySetKinematicSafeMargin(RID body, float margin)

    public static void BodySetMaxContactsReported(RID body, int amount)

Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.

    public static void BodySetMode(RID body, BodyMode mode)

Sets the body mode, from one of the constants BODY_MODE*.

    public static void BodySetOmitForceIntegration(RID body, bool enable)

Sets whether a body uses a callback function to calculate its own physics (see BodySetForceIntegrationCallback(Godot.RID, Godot.Object, string, object)).

    public static void BodySetParam(RID body, BodyParameter param, float value)

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

    public static void BodySetRayPickable(RID body, bool enable)

Sets the body pickable with rays if enabled is set.

    public static void BodySetShape(RID body, int shapeIdx, RID shape)

Substitutes a given body shape by another. The old shape is selected by its index, the new one by its RID.

    public static void BodySetShapeTransform(RID body, int shapeIdx, Transform transform)

Sets the transform matrix for a body shape.

    public static void BodySetSpace(RID body, RID space)

Assigns a space to the body (see SpaceCreate()).

    public static void BodySetState(RID body, BodyState state, object value)

Sets a body state (see BODY_STATE* constants).

    public static float ConeTwistJointGetParam(RID joint, ConeTwistJointParam param)

Gets a cone_twist_joint parameter (see CONE_TWIST_JOINT* constants).

    public static void ConeTwistJointSetParam(RID joint, ConeTwistJointParam param, float value)

Sets a cone_twist_joint parameter (see CONE_TWIST_JOINT* constants).

    public static void FreeRid(RID rid)

Destroys any of the objects created by PhysicsServer. If the RID passed is not one of the objects that can be created by PhysicsServer, an error will be sent to the console.

    public static bool Generic6dofJointGetFlag(RID joint, Vector3.Axis axis, G6DOFJointAxisFlag flag)

Gets a generic_6_DOF_joint flag (see G6DOF_JOINT_FLAG* constants).

    public static float Generic6dofJointGetParam(RID joint, Vector3.Axis axis, G6DOFJointAxisParam param)

Gets a generic_6_DOF_joint parameter (see G6DOF_JOINT* constants without the G6DOF_JOINT_FLAG*).

    public static void Generic6dofJointSetFlag(RID joint, Vector3.Axis axis, G6DOFJointAxisFlag flag, bool enable)

Sets a generic_6_DOF_joint flag (see G6DOF_JOINT_FLAG* constants).

    public static void Generic6dofJointSetParam(RID joint, Vector3.Axis axis, G6DOFJointAxisParam param, float value)

Sets a generic_6_DOF_joint parameter (see G6DOF_JOINT* constants without the G6DOF_JOINT_FLAG*).

    public static int GetProcessInfo(ProcessInfo processInfo)

Returns an Info defined by the ProcessInfo input given.

    public static bool HingeJointGetFlag(RID joint, HingeJointFlag flag)

Gets a hinge_joint flag (see HINGE_JOINT_FLAG* constants).

    public static float HingeJointGetParam(RID joint, HingeJointParam param)

Gets a hinge_joint parameter (see HINGE_JOINT* constants without the HINGE_JOINT_FLAG*).

    public static void HingeJointSetFlag(RID joint, HingeJointFlag flag, bool enabled)

Sets a hinge_joint flag (see HINGE_JOINT_FLAG* constants).

    public static void HingeJointSetParam(RID joint, HingeJointParam param, float value)

Sets a hinge_joint parameter (see HINGE_JOINT* constants without the HINGE_JOINT_FLAG*).

    public static RID JointCreateConeTwist(RID bodyA, Transform localRefA, RID bodyB, Transform localRefB)

Creates a ConeTwistJoint.

    public static RID JointCreateGeneric6dof(RID bodyA, Transform localRefA, RID bodyB, Transform localRefB)

Creates a Generic6DOFJoint.

    public static RID JointCreateHinge(RID bodyA, Transform hingeA, RID bodyB, Transform hingeB)

Creates a HingeJoint.

    public static RID JointCreatePin(RID bodyA, Vector3 localA, RID bodyB, Vector3 localB)

Creates a PinJoint.

    public static RID JointCreateSlider(RID bodyA, Transform localRefA, RID bodyB, Transform localRefB)

Creates a SliderJoint.

    public static int JointGetSolverPriority(RID joint)

Gets the priority value of the Joint.

    public static JointType JointGetType(RID joint)

Returns the type of the Joint.

    public static void JointSetSolverPriority(RID joint, int priority)

Sets the priority value of the Joint.

    public static Vector3 PinJointGetLocalA(RID joint)

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

    public static Vector3 PinJointGetLocalB(RID joint)

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

    public static float PinJointGetParam(RID joint, PinJointParam param)

Gets a pin_joint parameter (see PIN_JOINT* constants).

    public static void PinJointSetLocalA(RID joint, Vector3 localA)

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

    public static void PinJointSetLocalB(RID joint, Vector3 localB)

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

    public static void PinJointSetParam(RID joint, PinJointParam param, float value)

Sets a pin_joint parameter (see PIN_JOINT* constants).

    public static void SetActive(bool active)

Activates or deactivates the 3D physics engine.

    public static RID ShapeCreate(ShapeType type)

Creates a shape of type SHAPE_*. Does not assign it to a body or an area. To do so, you must use AreaSetShape(Godot.RID, int, Godot.RID) or BodySetShape(Godot.RID, int, Godot.RID).

    public static object ShapeGetData(RID shape)

Returns the shape data.

    public static ShapeType ShapeGetType(RID shape)

Returns the type of shape (see SHAPE_* constants).

    public static void ShapeSetData(RID shape, object data)

Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created ShapeGetType(Godot.RID).

    public static float SliderJointGetParam(RID joint, SliderJointParam param)

Gets a slider_joint parameter (see SLIDER_JOINT* constants).

    public static void SliderJointSetParam(RID joint, SliderJointParam param, float value)

Gets a slider_joint parameter (see SLIDER_JOINT* constants).

    public static RID SpaceCreate()

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 AreaSetSpace(Godot.RID, Godot.RID), or to a body with BodySetSpace(Godot.RID, Godot.RID).

    public static PhysicsDirectSpaceState SpaceGetDirectState(RID space)

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

    public static float SpaceGetParam(RID space, SpaceParameter param)

Returns the value of a space parameter.

    public static bool SpaceIsActive(RID space)

Returns whether the space is active.

    public static void SpaceSetActive(RID space, bool active)

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

    public static void SpaceSetParam(RID space, SpaceParameter param, float value)

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

Inner Types

AreaBodyStatus

Name Value Description
Added 0 The value of the first parameter and area callback function receives, when an object enters one of its shapes.
Removed 1 The value of the first parameter and area callback function receives, when an object exits one of its shapes.

AreaParameter

Name Value Description
Gravity 0 Constant to set/get gravity strength in an area.
GravityVector 1 Constant to set/get gravity vector/center in an area.
GravityIsPoint 2 Constant to set/get whether the gravity vector of an area is a direction, or a center point.
GravityDistanceScale 3 Constant to set/get the falloff factor for point gravity of an area. The greater this value is, the faster the strength of gravity decreases with the square of distance.
GravityPointAttenuation 4 This constant was used to set/get the falloff factor for point gravity. It has been superseded by AREA_PARAM_GRAVITY_DISTANCE_SCALE.
LinearDamp 5 Constant to set/get the linear dampening factor of an area.
AngularDamp 6 Constant to set/get the angular dampening factor of an area.
Priority 7 Constant to set/get the priority (order of processing) of an area.

AreaSpaceOverrideMode

Name Value Description
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.
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.
CombineReplace 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.
Replace 3 This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
ReplaceCombine 4 This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.

BodyAxis

Name Value Description
LinearX 1  
LinearY 2  
LinearZ 4  
AngularX 8  
AngularY 16  
AngularZ 32  

BodyMode

Name Value Description
Static 0 Constant for static bodies.
Kinematic 1 Constant for kinematic bodies.
Rigid 2 Constant for rigid bodies.
Character 3 Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics.

BodyParameter

Name Value Description
Bounce 0 Constant to set/get a body’s bounce factor.
Friction 1 Constant to set/get a body’s friction.
Mass 2 Constant to set/get a body’s mass.
GravityScale 3 Constant to set/get a body’s gravity multiplier.
LinearDamp 4 Constant to set/get a body’s linear dampening factor.
AngularDamp 5 Constant to set/get a body’s angular dampening factor.
Max 6 This is the last ID for body parameters. Any attempt to set this property is ignored. Any attempt to get it returns 0.

BodyState

Name Value Description
Transform 0 Constant to set/get the current transform matrix of the body.
LinearVelocity 1 Constant to set/get the current linear velocity of the body.
AngularVelocity 2 Constant to set/get the current angular velocity of the body.
Sleeping 3 Constant to sleep/wake up a body, or to get whether it is sleeping.
CanSleep 4 Constant to set/get whether the body can sleep.

ConeTwistJointParam

| Name | Value | Description | |——|——-|————-| | SwingSpan | 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 allong the swing axis. Could be defined as looseness in the [ConeTwistJoint]. If below 0.05, this behaviour is locked. Default value: [code]PI/4[/code].| | TwistSpan | 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.| | Bias | 2 | The speed with which the swing or twist will take place. The higher, the faster.| | Softness | 3 | The ease with which the Joint twists, if it’s too low, it takes more force to twist the joint.| | Relaxation | 4 | Defines, how fast the swing- and twist-speed-difference on both sides gets synced.|

G6DOFJointAxisFlag

Name Value Description
LinearLimit 0 If [code]set[/code] there is linear motion possible within the given limits.
AngularLimit 1 If [code]set[/code] there is rotational motion possible.
Motor 4 If [code]set[/code] there is a rotational motor across these axes.
LinearMotor 5 If [code]set[/code] there is a linear motor on this axis that targets a specific velocity.

G6DOFJointAxisParam

Name Value Description
LinearLowerLimit 0 The minimum difference between the pivot points’ axes.
LinearUpperLimit 1 The maximum difference between the pivot points’ axes.
LinearLimitSoftness 2 A factor that gets applied to the movement across the axes. The lower, the slower the movement.
LinearRestitution 3 The amount of restitution on the axes movement. The lower, the more velocity-energy gets lost.
LinearDamping 4 The amount of damping that happens at the linear motion across the axes.
LinearMotorTargetVelocity 5 The velocity that the joint’s linear motor will attempt to reach.
LinearMotorForceLimit 6 The maximum force that the linear motor can apply while trying to reach the target velocity.
AngularLowerLimit 10 The minimum rotation in negative direction to break loose and rotate around the axes.
AngularUpperLimit 11 The minimum rotation in positive direction to break loose and rotate around the axes.
AngularLimitSoftness 12 A factor that gets multiplied onto all rotations across the axes.
AngularDamping 13 The amount of rotational damping across the axes. The lower, the more dampening occurs.
AngularRestitution 14 The amount of rotational restitution across the axes. The lower, the more restitution occurs.
AngularForceLimit 15 The maximum amount of force that can occur, when rotating around the axes.
AngularErp 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.
AngularMotorTargetVelocity 17 Target speed for the motor at the axes.
AngularMotorForceLimit 18 Maximum acceleration for the motor at the axes.

HingeJointFlag

Name Value Description
UseLimit 0 If [code]true[/code], the Hinge has a maximum and a minimum rotation.
EnableMotor 1 If [code]true[/code], a motor turns the Hinge

HingeJointParam

Name Value Description
Bias 0 The speed with which the two bodies get pulled together when they move in different directions.
LimitUpper 1 The maximum rotation across the Hinge.
LimitLower 2 The minimum rotation across the Hinge.
LimitBias 3 The speed with which the rotation across the axis perpendicular to the hinge gets corrected.
LimitSoftness 4  
LimitRelaxation 5 The lower this value, the more the rotation gets slowed down.
MotorTargetVelocity 6 Target speed for the motor.
MotorMaxImpulse 7 Maximum acceleration for the motor.

JointType

Name Value Description
Pin 0 The [Joint] is a [PinJoint].
Hinge 1 The [Joint] is a [HingeJoint].
Slider 2 The [Joint] is a [SliderJoint].
ConeTwist 3 The [Joint] is a [ConeTwistJoint].
Joint6dof    

PinJointParam

Name Value Description
Bias 0 The strength with which the pinned objects try to stay in positional relation to each other.
The higher, the stronger.    
Damping 1 The strength with which the pinned objects try to stay in velocity relation to each other.
The higher, the stronger.    
ImpulseClamp 2 If above 0, this value is the maximum value for an impulse that this Joint puts on its ends.

ProcessInfo

Name Value Description
ActiveObjects 0 Constant to get the number of objects that are not sleeping.
CollisionPairs 1 Constant to get the number of possible collisions.
IslandCount 2 Constant to get the number of space regions where a collision could occur.

ShapeType

Name Value Description
Plane 0 The [Shape] is a [PlaneShape].
Ray 1 The [Shape] is a [RayShape].
Sphere 2 The [Shape] is a [SphereShape].
Box 3 The [Shape] is a [BoxShape].
Capsule 4 The [Shape] is a [CapsuleShape].
Cylinder 5 The [Shape] is a [CylinderShape].
ConvexPolygon 6 The [Shape] is a [ConvexPolygonShape].
ConcavePolygon 7 The [Shape] is a [ConcavePolygonShape].
Heightmap 8 The [Shape] is a [HeightMapShape].
Custom 9 This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.

SliderJointParam

Name Value Description
LinearLimitUpper 0 The maximum difference between the pivot points on their x-axis before damping happens.
LinearLimitLower 1 The minimum difference between the pivot points on their x-axis before damping happens.
LinearLimitSoftness 2 A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.
LinearLimitRestitution 3 The amount of restitution once the limits are surpassed. The lower, the more velocityenergy gets lost.
LinearLimitDamping 4 The amount of damping once the slider limits are surpassed.
LinearMotionSoftness 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.
LinearMotionRestitution 6 The amount of restitution inside the slider limits.
LinearMotionDamping 7 The amount of damping inside the slider limits.
LinearOrthogonalSoftness 8 A factor applied to the movement across axes orthogonal to the slider.
LinearOrthogonalRestitution 9 The amount of restitution when movement is across axes orthogonal to the slider.
LinearOrthogonalDamping 10 The amount of damping when movement is across axes orthogonal to the slider.
AngularLimitUpper 11 The upper limit of rotation in the slider.
AngularLimitLower 12 The lower limit of rotation in the slider.
AngularLimitSoftness 13 A factor applied to the all rotation once the limit is surpassed.
AngularLimitRestitution 14 The amount of restitution of the rotation when the limit is surpassed.
AngularLimitDamping 15 The amount of damping of the rotation when the limit is surpassed.
AngularMotionSoftness 16 A factor that gets applied to the all rotation in the limits.
AngularMotionRestitution 17 The amount of restitution of the rotation in the limits.
AngularMotionDamping 18 The amount of damping of the rotation in the limits.
AngularOrthogonalSoftness 19 A factor that gets applied to the all rotation across axes orthogonal to the slider.
AngularOrthogonalRestitution 20 The amount of restitution of the rotation across axes orthogonal to the slider.
AngularOrthogonalDamping 21 The amount of damping of the rotation across axes orthogonal to the slider.
Max 22 End flag of SLIDER_JOINT_* constants, used internally.

SpaceParameter

Name Value Description
ContactRecycleRadius 0 Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
ContactMaxSeparation 1 Constant to set/get the maximum distance a shape can be from another before they are considered separated.
BodyMaxAllowedPenetration 2 Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
BodyLinearVelocitySleepThreshold 3 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.
BodyAngularVelocitySleepThreshold 4 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.
BodyTimeToSleep 5 Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
BodyAngularVelocityDampRatio 6  
ConstraintDefaultBias 7 Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects “rebound”, after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
TestMotionMinContactDepth 8  
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