| AddAngularImpulse(FPVector3 amount) | Quantum.PhysicsBody3D | inline |
| AddForce(FPVector3 amount, FPVector3? relativePoint=null) | Quantum.PhysicsBody3D | inline |
| AddForceAtPosition(FPVector3 force, FPVector3 position, Transform3D transform) | Quantum.PhysicsBody3D | inline |
| AddForceAtPosition(FPVector3 force, FPVector3 position, Transform3D *transform) | Quantum.PhysicsBody3D | inline |
| AddLinearImpulse(FPVector3 amount, FPVector3? relativePoint=null) | Quantum.PhysicsBody3D | inline |
| AddLinearImpulseAtPosition(FPVector3 impulse, FPVector3 position, Transform3D transform) | Quantum.PhysicsBody3D | inline |
| AddLinearImpulseAtPosition(FPVector3 impulse, FPVector3 position, Transform3D *transform) | Quantum.PhysicsBody3D | inline |
| AddTorque(FPVector3 amount) | Quantum.PhysicsBody3D | inline |
| AllowSleeping | Quantum.PhysicsBody3D | |
| AngularDrag | Quantum.PhysicsBody3D | |
| AngularVelocity | Quantum.PhysicsBody3D | |
| CenterOfMass | Quantum.PhysicsBody3D | |
| ClearForce() | Quantum.PhysicsBody3D | inline |
| ClearTorque() | Quantum.PhysicsBody3D | inline |
| ConfigFlags enum name | Quantum.PhysicsBody3D | |
| CreateDynamic(FP mass, FP drag, FP angularDrag, Boolean allowSleeping, Boolean awakenByKinematics=false, RotationFreezeFlags flags=default, FPVector3? centerOfMass=null, NullableFP gravityScale=default) | Quantum.PhysicsBody3D | inlinestatic |
| CreateDynamic(FP mass, FP drag=default, FP angularDrag=default, ConfigFlags bodyConfig=ConfigFlags.Default, RotationFreezeFlags flags=default, FPVector3? centerOfMass=null, NullableFP gravityScale=default) | Quantum.PhysicsBody3D | inlinestatic |
| CreateKinematic() | Quantum.PhysicsBody3D | inlinestatic |
| Drag | Quantum.PhysicsBody3D | |
| Enabled | Quantum.PhysicsBody3D | |
| Force | Quantum.PhysicsBody3D | |
| GetInertiaTensor() | Quantum.PhysicsBody3D | inline |
| GetInertiaTensorInverse() | Quantum.PhysicsBody3D | inline |
| GetPointVelocity(FPVector3 point, Transform3D *bodyTransform) | Quantum.PhysicsBody3D | inline |
| GetRelativePointVelocity(FPVector3 point, Transform3D *bodyTransform) | Quantum.PhysicsBody3D | inline |
| GravityScale | Quantum.PhysicsBody3D | |
| InertiaScale | Quantum.PhysicsBody3D | |
| InitBody(FP bodyMass, FP drag, FP angularDrag, ConfigFlags bodyConfig, RotationFreezeFlags rotationFlags, FPVector3? centerOfMass=null, NullableFP gravityScale=default, NullableFP inertiaScale=default, NullableFPVector3 inertiaTensor=default) | Quantum.PhysicsBody3D | inline |
| IsAwakenedByKinematics | Quantum.PhysicsBody3D | |
| IsKinematic | Quantum.PhysicsBody3D | |
| IsSleeping | Quantum.PhysicsBody3D | |
| Mass | Quantum.PhysicsBody3D | |
| MassInverse | Quantum.PhysicsBody3D | |
| ResetCenterOfMass(FrameBase f, EntityRef entity) | Quantum.PhysicsBody3D | inline |
| ResetInertia(FrameBase frame, EntityRef entity) | Quantum.PhysicsBody3D | inline |
| RotationFreeze | Quantum.PhysicsBody3D | |
| Serialize(void *ptr, FrameSerializer serializer) | Quantum.PhysicsBody3D | inlinestatic |
| SetInertiaTensor(FPVector3 inertiaTensor, NullableFP resetInertiaScale=default) | Quantum.PhysicsBody3D | inline |
| SIZE | Quantum.PhysicsBody3D | static |
| Sleep() | Quantum.PhysicsBody3D | inline |
| Torque | Quantum.PhysicsBody3D | |
| UseContinuousCollisionDetection | Quantum.PhysicsBody3D | |
| Velocity | Quantum.PhysicsBody3D | |
| WakeUp() | Quantum.PhysicsBody3D | inline |