The initial mass. Use 0 for static objects.
The scalar moment of inertia. Defaults to mass.
Current acceleration vector.
Current angular acceleration vector.
Angular damping, simulates rotational friction.
Current angular velocity vector.
Accumulated forces for the current integration step.
How much velocity is retained when sliding along a surface (0.0 = ice, 1.0 = velcro).
Scalar approximation of moment of inertia.
ReadonlyinversePrecalculated inverse inertia.
ReadonlyinversePrecalculated inverse mass for performance.
If true, the body detects collisions but does not physically resolve them.
The mass of the object. 0 means static/kinematic (infinite mass).
Position at the start of the most recently completed fixed-timestep substep. Together with
the object's current (post-substep) position, this lets PhysicsSystem.applyRenderInterpolation
blend the rendered transform between the two, decoupling the render framerate from the fixed
physics tick instead of snapping to the latest substep every frame.
Rotation (Euler, radians) counterpart to prevPosition -- see its doc for details.
How much velocity is retained after a bounce (0.0 = clay, 1.0 = superball).
Accumulated torque for the current integration step.
Current velocity vector.
Applies a continuous force to the center of mass.
The force vector to apply.
Applies an instantaneous impulse to the center of mass, directly altering velocity.
The impulse vector.
Applies a torque (rotational force).
The torque vector to apply.
Clears all accumulated forces and torques. Called by the PhysicsSystem after integration.
A component that adds Newtonian physics capabilities to an Object3D.