Own
Mutable owned interface for a RigidBody.
Properties
The angular damping factor (see RigidBody).
How fast and in what direction the body is moving around its angular axes, in radians/second. This is represented as an axis-angle vector, where the magnitude is the angle.
How much force has been applied by the user in this simulation step.
How much torque has been applied by the user in this simulation step.
The handles to colliders attached to this body.
The factor by which gravity is applied to this body. Default of 1.
If this body is currently being simulated with CCD (see RigidBody).
If this body has CCD enabled (see RigidBody).
If this body is currently sleeping (see RigidBody).
The linear damping factor (see RigidBody).
How fast and in what direction the body is moving linearly, in meters/second.
The body type (see RigidBody).
Functions
For RigidBodyType.DYNAMIC: applies a (linear) force in Newtons at the center of the body.
For RigidBodyType.DYNAMIC: applies a (linear) force in Newtons at a specific position on the body, taking into account rotation.
For RigidBodyType.DYNAMIC: applies a (linear) impulse - instantaneous change in force - at the center of the body.
For RigidBodyType.DYNAMIC: applies a (linear) impulse - instantaneous change in force - at a specific position on the body, taking into account rotation.
For RigidBodyType.DYNAMIC: applies an (angular) torque, causing a change in rotation.
For RigidBodyType.DYNAMIC: applies an (angular) torque impulse - instantaneous change in torque - causing a change in rotation.
Sets if this body is able to fall asleep by itself (see RigidBody).
Calculates the kinetic energy of this body.
For RigidBodyType.KINEMATIC: sets this body's kinematic target to a specific position in the world, and the physics engine will apply the correct velocities to move it to that position. In this way, the movement is physically accurate (pushing other physics objects out of the way) but this body will not be pushed by others.
Sets the absolute position of this body in the world.