| 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 |