The initial mass. Use 0 for static objects.
The scalar moment of inertia. Defaults to mass.
Internal timer tracking inactivity duration.
Current acceleration vector.
If false, the body will never be put to sleep automatically.
Current angular acceleration vector.
Angular damping, simulates rotational air resistance.
Current angular velocity vector.
Accumulated forces for the current integration step.
Coulomb contact friction coefficient (0.0 = ice, 1.0 = high grip).
3D Principal moments of inertia (Ix, Iy, Iz).
Precalculated inverse principal inertia components (1/Ix, 1/Iy, 1/Iz).
Whether the body is currently asleep (skipping integration and broadphase queries).
If true, the body detects collisions/triggers but does not physically resolve them.
Linear damping factor for atmospheric drag in free motion (1.0 = no drag).
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).
Angular velocity magnitude threshold below which the body may fall asleep (rad/s).
Linear velocity magnitude threshold below which the body may fall asleep (m/s).
How long (seconds) velocity must remain below thresholds before entering sleep.
Accumulated torque for the current integration step.
Current velocity vector.
Scalar approximation of moment of inertia.
Precalculated inverse scalar inertia.
Precalculated inverse mass for performance.
Alias for isTrigger for backwards compatibility.
The mass of the object. 0 means static/kinematic (infinite mass).
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 an instantaneous impulse at an off-center world-space contact point, altering both linear and angular velocity.
Applies a torque (rotational force).
The torque vector to apply.
Clears all accumulated forces and torques. Called by the PhysicsSystem after integration.
Puts the rigid body to sleep immediately.
Sets the 3D principal moments of inertia for a cuboid / box of mass m with given dimensions.
Size along X axis.
Size along Y axis.
Size along Z axis.
Sets the principal moments of inertia for a solid cylinder oriented along the Y axis.
Cylinder radius in XZ plane.
Cylinder height along Y axis.
Sets the moment of inertia for a solid sphere of mass m and given radius.
Sphere radius.
Wakes up the rigid body from sleeping state.
A component that adds Newtonian physics capabilities to an Object3D.