Variable: PhysicsBody
const
PhysicsBody: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
_engineBody
are managed automatically by PhysicsSystem.
Example
ts
entity.addComponent(PhysicsBody, {
state: PhysicsState.Dynamic
})