If false, translational motion is frozen (infinite effective mass).
If false, rotational motion is frozen (infinite effective inertia).
Angular velocity in radians per second.
Cast to Body — returns the Body wrapper if this is a Body, else null.
Cast to Compound — returns the Compound wrapper if this is a Compound, else null.
Cast to Shape — returns the Shape wrapper if this is a Shape, else null.
Callback types assigned to this interactor.
Effective inertia used by the constraint solver (accounts for allowRotation).
Effective mass used by the constraint solver (accounts for allowMovement).
Constraint-solved velocity (read-only view used by the solver).
If true, CCD is disabled even if isBullet is set.
Gravitational mass. Defaults to the same as mass.
Controls gravitational mass: DEFAULT, FIXED, or SCALED.
Scale factor applied to gravMass relative to the dynamic mass.
The interaction group this interactor belongs to.
Unique numeric identifier for this interactor.
Controls how inertia is computed: DEFAULT or FIXED.
If true, continuous collision detection (CCD) is enabled for this body.
Desired angular velocity for kinematic bodies.
Local-space centre of mass (read-only, lazy-computed from shapes).
Accumulated torque applied to this body for the current step (only for DYNAMIC bodies).
User-defined data storage object.
Translate all shapes and adjust the body position so the local centre of mass coincides with the body origin.
this for chaining.
Apply a direct angular impulse (change in angular velocity × inertia).
The angular impulse magnitude.
If true, the body will not be woken if sleeping.
this for chaining.
Apply a linear (and optionally angular) impulse to the body.
If pos is given, it creates a torque about the body's centre.
If sleepable is true, sleeping bodies are not woken.
this for chaining.
Sum of impulses applied to this body by all attached constraints this step.
A Vec3 where x/y are the linear component and z is the angular component.
Test whether a world-space point lies inside any shape attached to this body.
The point to test in world space.
True if the point is inside at least one shape.
Create a deep copy of this body (shapes, mass properties, etc.).
A new Body with identical configuration.
Manually integrate the body's position and rotation by deltaTime seconds (outside of Space.step).
Time in seconds to integrate over.
this for chaining.
Return the set of bodies currently interacting with this body via arbiters.
Filter by interaction type (COLLISION, FLUID, SENSOR), or null for all.
Unused; reserved for future use.
Optional existing list to accumulate results into.
A BodyList of interacting bodies.
Returns true if this interactor is a Body.
Returns true if this interactor is a Compound.
Return true if this body is dynamic.
Return true if this body is kinematic.
Returns true if this interactor is a Shape.
Return true if this body is static.
Sum of normal (penetration-resolving) impulses received from collision arbiters this step.
If provided, only arbiters shared with body are summed.
If true, only newly created arbiters are considered.
A Vec3 where x/y are the linear component and z is the angular component.
Sum of rolling (angular friction) impulses from collision arbiters this step.
If provided, only arbiters shared with body are summed.
If true, only newly created arbiters are considered.
The total rolling impulse scalar.
Rotate all shapes attached to this body in local space by angle radians.
Rotation in radians.
this for chaining.
Scale all shapes attached to this body in local space.
Horizontal scale factor.
Vertical scale factor.
this for chaining.
Set the same InteractionFilter on every shape attached to this body.
The interaction filter to apply.
this for chaining.
Set the same FluidProperties on every shape attached to this body.
The fluid properties to apply.
this for chaining.
Set linear and angular velocity so the body reaches the given target pose in deltaTime seconds.
Useful for kinematic or manually driven bodies.
Desired world-space position.
Desired rotation in radians.
Time in seconds over which to reach the target.
this for chaining.
Sum of tangent (friction) impulses received from collision arbiters this step.
If provided, only arbiters shared with body are summed.
If true, only newly created arbiters are considered.
A Vec3 where x/y are the linear component and z is the angular component.
String identifier like (dynamic)#42.
A human-readable description of this body.
Sum of total contact impulses (normal + tangent) from collision arbiters this step.
If provided, only arbiters shared with body are summed.
If true, only newly created arbiters are considered.
A Vec3 where x/y are the linear component and z is the angular component.
Sum of all impulses (contacts + constraints) applied to this body this step, excluding sensor arbiters.
If provided, only arbiters shared with body are summed.
If true, only newly created contact arbiters are considered.
A Vec3 where x/y are the linear component and z is the angular component.
A rigid body in the physics simulation. Add shapes to give it geometry, then add it to a
Spaceto participate in simulation.