PhysX Body
Turns an entity into a PhysX rigid body. This is the main component for creating physics objects. There are 3 types of rigid bodies: dynamic objects that have physics simulated on them, static objects that cannot move, and kinematic objects that can be moved programmatically but not by simulation. Requires scene-options: physics
.
PhysX Body Attributes
Attribute | Type | Default | Description | Required |
---|---|---|---|---|
type | string; One of: ['dynamic', 'static', 'kinematic'] |
'dynamic' |
Type of the rigid body to create. Dynamic can be moved by physics, Static cannot be moved, Kinematic can be moved programmatically. | No |
mass | number | 1 |
Total mass of the body. | No |
angularDamping | number | 0 |
If > 0, will set the rigid body’s angular damping to reduce rotation over time. | No |
linearDamping | number | 0 |
If > 0, will set the rigid body’s linear damping to reduce movement over time. | No |
emitCollisionEvents | boolean | False |
If set to true, it will emit ‘contactbegin’ and ‘contactend’ events when collisions occur. | No |
highPrecision | boolean | False |
If set to true, the object will receive extra attention by the simulation engine (at a performance cost). | No |
shapeOffset | vector3 | {'x': 0, 'y': 0, 'z': 0} |
Offset applied to generated collision shapes. | No |