Variable: PhysicsBody
constPhysicsBody:Component<{_angularVelocity: {default: [number,number,number];type:Vec3; };_engineBody: {default:number;type:Float64; };_engineOffset: {default:number;type:Float64; };_linearVelocity: {default: [number,number,number];type:Vec3; };gravityFactor: {default:number;type:Float32; };linearDamping: {default:number;type:Float32; };state: {default:"DYNAMIC";enum: {Dynamic:"DYNAMIC";Kinematic:"KINEMATIC";Static:"STATIC"; };type:Enum; }; }>
Defined in: packages/core/src/physics/physicsBody.ts:46
Component for physics bodies. A physics body is a virtual object that represents a physical object in a simulation.
Remarks
- Static bodies are used for immovable objects like walls and floors.
- Dynamic bodies respond to forces, collisions, and gravity.
- Kinematic bodies can be moved programmatically but don't respond to physics forces.
- Internal properties like
_engineBodyare managed automatically by PhysicsSystem.
Example
ts
entity.addComponent(PhysicsBody, {
state: PhysicsState.Dynamic
})