1. @threlte/rapier
  2. RigidBody

@threlte/rapier

RigidBody

The real-time simulation of rigid bodies subjected to forces and contacts is the main feature of a physics engine for videogames, robotics, or animation. Rigid bodies are typically used to simulate the dynamics of non-deformable solids as well as to integrate the trajectory of solids which velocities are controlled by the user (e.g. moving platforms).

Note that rigid-bodies are only responsible for the dynamics and kinematics of the solid. Colliders can be attached to a rigid-body to specify its shape and enable collision-detection. A rigid-body without collider attached to it will not be affected by contacts (because there is no shape to compute contact against).

Import

Source

Github View Source Code

Package

NPM View Package

Related Docs


Properties

// optional
position: Position | undefined = undefined
scale: Scale | undefined = undefined
rotation: Rotation | undefined = undefined
lookAt: LookAt | undefined = undefined
type: 'fixed' | 'dynamic' | 'kinematicPosition' | 'kinematicVelocity' = 'dynamic'
canSleep: boolean = true
linearVelocity: Position = {}
angularVelocity: Rotation = {}
gravityScale: number = 1
ccd: boolean = false
lockRotations: boolean = false
lockTranslations: boolean = false
enabledRotations: Boolean3Array = [true, true, true]
enabledTranslations: Boolean3Array = [true, true, true]
dominance: number = 0

Bindings

RigidBody is a type imported from '@dimforge/rapier3d-compat'


rigidBody: RigidBody

Events

RigidBody, Collider and TempContactManifold are types imported from '@dimforge/rapier3d-compat'

sleep: void
wake: void
collisionenter: CustomEvent<{
  targetCollider: Collider
  targetRigidBody: RigidBody | null
  manifold: TempContactManifold
  flipped: boolean
}>
collisionexit: CustomEvent<{
  targetCollider: Collider
  targetRigidBody: RigidBody | null
}>
sensorenter: CustomEvent<{
  targetCollider: Collider
  targetRigidBody: RigidBody | null
}>
sensorexit: CustomEvent<{
  targetCollider: Collider
  targetRigidBody: RigidBody | null
}>
contact: CustomEvent<{
  targetCollider: Collider
  targetRigidBody: RigidBody | null
  manifold: TempContactManifold
  flipped: boolean
  maxForceDirection: Vector
  maxForceMagnitude: number
  totalForce: Vector
  totalForceMagnitude: number
}>