Atlas Engine
API Referencebezel

Rigidbody

Physics component providing colliders, forces, velocities, tags, and spatial queries.

Module: bezel

Physics component providing colliders, forces, velocities, tags, and spatial queries.

Declaration

export class Rigidbody extends Component { ... }

Extends: Component

Properties

sendSignal

sendSignal: string;

isSensor

isSensor: boolean;

Methods

atAttach

override atAttach(): void;

init

override init(): void;

beforePhysics

override beforePhysics(): void;

update

override update(deltaTime: number): void;

clone

clone(): Rigidbody;

addCollider

addCollider(collider: Collider): void;

setFriction

setFriction(friction: number): void;

applyForce

Applies a force to the body.

applyForce(force: Force3d): void;

applyForceAtPoint

Applies a force at the specified position, allowing an off-center force to produce torque.

applyForceAtPoint(force: Force3d, point: Position3d): void;

applyImpulse

Applies an instantaneous impulse to the body.

applyImpulse(impulse: Impulse3d): void;

setLinearVelocity

setLinearVelocity(velocity: Velocity3d): void;

addLinearVelocity

Adds to the body's current linear velocity.

addLinearVelocity(velocity: Velocity3d): void;

setAngularVelocity

setAngularVelocity(velocity: Velocity3d): void;

addAngularVelocity

Adds to the body's current angular velocity.

addAngularVelocity(velocity: Velocity3d): void;

setMaxLinearVelocity

setMaxLinearVelocity(velocity: number): void;

setMaxAngularVelocity

setMaxAngularVelocity(velocity: number): void;

getLinearVelocity

getLinearVelocity(): Velocity3d;

getAngularVelocity

getAngularVelocity(): Velocity3d;

getVelocity

getVelocity(): Velocity3d;

raycast

raycast(direction: Normal3d, maxDistance: number): RaycastResult;

raycastAll

raycastAll(direction: Normal3d, maxDistance: number): RaycastResult;

raycastWorld

raycastWorld(
            origin: Position3d,
            direction: Normal3d,
            maxDistance: number,
        ): RaycastResult;

raycastWorldAll

raycastWorldAll(
            origin: Position3d,
            direction: Normal3d,
            maxDistance: number,
        ): RaycastResult;

raycastTagged

raycastTagged(
            tags: string[],
            direction: Normal3d,
            maxDistance: number,
        ): RaycastResult;

raycastTaggedAll

raycastTaggedAll(
            tags: string[],
            direction: Normal3d,
            maxDistance: number,
        ): RaycastResult;

overlap

overlap(): OverlapResult;

overlapWithCollider

overlapWithCollider(collider: Collider): OverlapResult;

overlapWithColliderWorld

overlapWithColliderWorld(
            collider: Collider,
            position: Position3d,
        ): OverlapResult;

predictMovementWithCollider

predictMovementWithCollider(
            endPosition: Position3d,
            collider: Collider,
        ): SweepResult;

predictMovement

predictMovement(endPosition: Position3d): SweepResult;

predictMovementWithColliderWorld

predictMovementWithColliderWorld(
            startPosition: Position3d,
            endPosition: Position3d,
            collider: Collider,
        ): SweepResult;

predictMovementWorld

predictMovementWorld(
            startPosition: Position3d,
            endPosition: Position3d,
        ): SweepResult;

predictMovementWithColliderAll

predictMovementWithColliderAll(
            endPosition: Position3d,
            collider: Collider,
        ): SweepResult;

predictMovementAll

predictMovementAll(endPosition: Position3d): SweepResult;

predictMovementWithColliderAllWorld

predictMovementWithColliderAllWorld(
            startPosition: Position3d,
            endPosition: Position3d,
            collider: Collider,
        ): SweepResult;

predictMovementAllWorld

predictMovementAllWorld(
            startPosition: Position3d,
            endPosition: Position3d,
        ): SweepResult;

hasTag

hasTag(tag: string): boolean;

addTag

addTag(tag: string): void;

removeTag

removeTag(tag: string): void;

setDamping

setDamping(linearDamping: number, angularDamping: number): void;

setMass

setMass(mass: number): void;

setRestituition

Sets collision restitution (bounciness); the method name retains its existing spelling.

setRestituition(restitution: number): void;

setMotionType

Selects a static, dynamically simulated, or kinematic body.

setMotionType(motionType: "Static" | "Dynamic" | "Kinematic"): void;

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