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Methods

Properties

Constructors

Methods

  • activate(enable: boolean): void
  • activated(): boolean
  • applyAngularImpulse(angularImpulseX: number, angularImpulseY: number, angularImpulseZ: number): void
  • applyForce(forceX: number, forceY: number, forceZ: number, positionX: number, positionY: number, positionZ: number): void
  • applyForceAtCenter(forceX: number, forceY: number, forceZ: number): void
  • applyForceTowardPosition(length: number, towardX: number, towardY: number, towardZ: number): void
  • applyImpulse(impulseX: number, impulseY: number, impulseZ: number, positionX: number, positionY: number, positionZ: number): void
  • applyImpulseAtCenter(impulseX: number, impulseY: number, impulseZ: number): void
  • applyImpulseTowardPosition(length: number, towardX: number, towardY: number, towardZ: number, originX: number, originY: number, originZ: number): void
  • applyTorque(torqueX: number, torqueY: number, torqueZ: number): void
  • createShape(): Shape
  • enableLayer(layer: number, enable: boolean): void
  • enableMask(mask: number, enable: boolean): void
  • enableSynchronization(enable: boolean): void
  • getAngularDamping(): number
  • getAngularVelocityX(): number
  • getAngularVelocityY(): number
  • getAngularVelocityZ(): number
  • getBody(): Body
  • getBodyLayer(): number
  • getDensity(): number
  • getFriction(): number
  • getGravityScale(): number
  • getGravityX(): number
  • getGravityY(): number
  • getGravityZ(): number
  • getInertiaAroundX(): number
  • getInertiaAroundY(): number
  • getInertiaAroundZ(): number
  • getLinearDamping(): number
  • getLinearVelocityLength(): number
  • getLinearVelocityX(): number
  • getLinearVelocityY(): number
  • getLinearVelocityZ(): number
  • getMass(): number
  • getMassCenterX(): number
  • getMassCenterY(): number
  • getMassCenterZ(): number
  • getName(): string
  • getNameId(): number
  • getPhysicsPosition(result: RVec3): RVec3
  • getPhysicsRotation(result: Quat): Quat
  • getRestitution(): number
  • getShapeScale(): number
  • getWorldScale(): number
  • hasCustomShapeDimension(): boolean
  • hasFixedRotation(): boolean
  • isBullet(): boolean
  • isDynamic(): boolean
  • isKinematic(): boolean
  • isStatic(): boolean
  • isSyncedOverNetwork(): boolean
  • layerEnabled(layer: number): boolean
  • maskEnabled(mask: number): boolean
  • moveObjectToPhysicsPosition(physicsPosition: RVec3): void
  • moveObjectToPhysicsRotation(physicsRotation: Quat): void
  • onActivate(): void
  • onCreated(): void
  • onDeActivate(): void
  • onDestroy(): void
  • onObjectHotReloaded(): void
  • recreateBody(): void
  • setAngularDamping(angularDamping: number): void
  • setAngularVelocityX(angularVelocityX: number): void
  • setAngularVelocityY(angularVelocityY: number): void
  • setAngularVelocityZ(angularVelocityZ: number): void
  • setBullet(enable: boolean): void
  • setDensity(density: number): void
  • setFixedRotation(enable: boolean): void
  • setFriction(friction: number): void
  • setGravityScale(gravityScale: number): void
  • setGravityX(gravityX: number): void
  • setGravityY(gravityY: number): void
  • setGravityZ(gravityZ: number): void
  • setLinearDamping(linearDamping: number): void
  • setLinearVelocityX(linearVelocityX: number): void
  • setLinearVelocityY(linearVelocityY: number): void
  • setLinearVelocityZ(linearVelocityZ: number): void
  • setRestitution(restitution: number): void
  • setShapeScale(shapeScale: number): void
  • updateBodyFromObject(): void
  • updateFromBehaviorData(oldBehaviorData: any, newBehaviorData: any): boolean
  • updateObjectFromBody(): void
  • usesLifecycleFunction(): boolean
  • Should return false if the behavior does not need any lifecycle function to be called. Default, hidden, "capability" behaviors set it to false. This avoids useless calls to empty lifecycle functions, which would waste CPU time (and have a sizeable impact for example when lots of static instances are living in the scene).

    Returns boolean

  • getQuat(x: number, y: number, z: number, w: number): Quat
  • getRVec3(x: number, y: number, z: number): RVec3
  • getVec3(x: number, y: number, z: number): Vec3

Properties

angularDamping: number
bodyType: string
bodyUpdater: BodyUpdater
bullet: boolean
fixedRotation: boolean
friction: number
gravityScale: number
linearDamping: number
name: string
restitution: number
type: string
density: number
layers: number
masks: number
shape: string
shapeDimensionA: any
shapeDimensionB: any
shapeDimensionC: any
shapeOrientation: string
shapeScale: number = 1

Constructors

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