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;