Class Rigidbody

Rigidbody is a dynamic physics object that can be moved using forces (or directly). It will interact with other static and dynamic physics objects in the scene accordingly (it will push other non-kinematic rigidbodies, and collide with static objects).

The shape and mass of a rigidbody is governed by its colliders. You must attach at least one collider for the rigidbody to be valid.

Hierarchy (view full)

Constructors

Accessors

  • get active(): boolean
  • Activates or deactivates the component.

    Returns boolean

    The returned active state also accounts for the active state of the parent SceneObject.

  • set active(value): void
  • Parameters

    • value: boolean

    Returns void

  • get angularDrag(): number
  • Determines the angular drag of the body. Higher drag values means the object resists angular movement more.

    Returns number

  • set angularDrag(value): void
  • Parameters

    • value: number

    Returns void

  • get centerOfMassPosition(): Immutable<Vector3>
  • Determines the rigidbody's center of mass position. Only relevant if RigibodyFlag::AutoTensors is turned off.

    Returns Immutable<Vector3>

  • set centerOfMassPosition(value): void
  • Parameters

    Returns void

  • get drag(): number
  • Determines the linear drag of the body. Higher drag values means the object resists linear movement more.

    Returns number

  • set drag(value): void
  • Parameters

    • value: number

    Returns void

  • get editorMetaData(): Settings
  • Get the editor meta data.

    Returns Settings

    The API is only valid in the editor.

  • get flags(): EnumValue<RigidbodyFlag, number>
  • Flags that control the behaviour of the rigidbody.

    Returns EnumValue<RigidbodyFlag, number>

  • set flags(value): void
  • Various flags set on the component that affect it's behavior.

    Parameters

    Returns void

  • get inertiaTensor(): Immutable<Vector3>
  • Determines the inertia tensor in local mass space. Inertia tensor determines how difficult is to rotate the object. Values of zero in the inertia tensor mean the object will be unable to rotate around a specific axis. Only relevant if RigidbodyFlag::AutoTensors is turned off.

    Returns Immutable<Vector3>

  • set inertiaTensor(value): void
  • Parameters

    Returns void

  • get isActiveSelf(): boolean
  • Determines whether the component itself is active, without accounting for the active state of the parent scene object.

    Returns boolean

  • get isDestroyed(): boolean
  • Determines if the object has been destroyed.

    Returns boolean

  • get isKinematic(): boolean
  • Determines if the body is kinematic. Kinematic body will not move in response to external forces (for example gravity, or another object pushing it), essentially behaving like collider. Unlike a collider though, you can still move the object and have other dynamic objects respond correctly (meaning it will push other objects).

    Returns boolean

  • set isKinematic(value): void
  • Parameters

    • value: boolean

    Returns void

  • get isRunning(): boolean
  • Determines if the component is currently active, enabled and running.

    Returns boolean

  • get isSleeping(): boolean
  • Checks if the body is sleeping. Objects that aren't moved/rotated for a while are put to sleep to reduce load on the physics system.

    Returns boolean

  • get mass(): number
  • Determines the mass of the object and all of its collider shapes. Only relevant if RigidbodyFlag::AutoMass or RigidbodyFlag::AutoTensors is turned off. Value of zero means the object is immovable (but can be rotated).

    Returns number

  • set mass(value): void
  • Parameters

    • value: number

    Returns void

  • get maxAngularVelocity(): number
  • Determines the maximum angular velocity of the rigidbody. Velocity will be clamped to this value.

    Returns number

  • set maxAngularVelocity(value): void
  • Parameters

    • value: number

    Returns void

  • get positionSolverCount(): number
  • Determines the number of iterations to use when solving for position. Higher values can improve precision and numerical stability of the simulation.

    Returns number

  • set positionSolverCount(value): void
  • Parameters

    • value: number

    Returns void

  • get priority(): number
  • The signed execution priority of the component.

    Determines order of execution of this component in relation to other components, higher priorities will execute earlier. The priority value determines the order of initialize, enable and update calls. Valid priorities are in the range [-100...100], other priorities are reserved for internal use.

    The priority should not be modified after onCreate has been called.

    The default priority for user implement components is -10. BuiltInComponent have a default priority of 0. However, instances that have dependencies or are a dependency to another component might have non zero default priorities. For example, the Camera component has a default priority of 50 as other components may depend on the camera being initialized early. The RigidBody component has a default priority of 22 and Joint components have a priority of 20 as the joint depends on fully initialized rigid bodies.

    Returns number

    If two components have the same priority, the order of execution is undefined, but deterministic as the system uses identifiers such as the internal type ID and UUID to guaranteed stable ordering.

  • set priority(value): void
  • Parameters

    • value: number

    Returns void

  • get sleepThreshold(): number
  • Determines a threshold of force and torque under which the object will be considered to be put to sleep.

    Returns number

  • set sleepThreshold(value): void
  • Parameters

    • value: number

    Returns void

  • get useGravity(): boolean
  • Determines whether or not the rigidbody will have the global gravity force applied to it.

    Returns boolean

  • set useGravity(value): void
  • Parameters

    • value: boolean

    Returns void

  • get uuid(): UUID
  • Returns a universally unique identifier that persists scene save/load.

    Returns UUID

  • get velocitySolverCount(): number
  • Determines the number of iterations to use when solving for velocity. Higher values can improve precision and numerical stability of the simulation.

    Returns number

  • set velocitySolverCount(value): void
  • Parameters

    • value: number

    Returns void

Methods

  • Applies a force to the center of the mass of the rigidbody. This will produce linear momentum.

    Parameters

    Returns void

  • Applies a force to a specific point on the rigidbody. This will in most cases produce both linear and angular momentum.

    Parameters

    Returns void

  • Applies a torque to the rigidbody. This will produce angular momentum.

    Parameters

    Returns void

  • Virtual

    Calculates bounds of the visible content for this component.

    Returns {
        box: AABox;
        sphere: Sphere;
    }

    An object with the bounding box and bounding sphere or null, if the component has no bounds.

  • Destroys the component, removing it from its scene object and stopping component updates.

    Parameters

    • Optionalimmediate: boolean

      If true the component will be fully destroyed immediately. This means that objects that are still referencing this component might fail. Normally destruction is delayed until the end of the frame to give other objects a chance to stop using it.

    Returns void

  • Returns the total (linear + angular) velocity at a specific point.

    Parameters

    Returns Vector3

    Total velocity of the point.

  • Calls a parameterless method with the specified name, on the component.

    Parameters

    • name: string

      Name of the method to call.

    Returns boolean

    true if the method was invoked.

  • Moves the rigidbody to a specific position. This method will ensure physically correct movement, meaning the body will collide with other objects along the way.

    Parameters

    Returns void

  • Virtual

    Called once when the component has been created.

    Returns void

    Called regardless of the state the component is in.

  • Virtual

    Called once just before the component is destroyed.

    Returns void

    Called regardless of the state the component is in.

  • Virtual

    Called every time a component is placed into the Stopped state.

    Returns void

    This method may be called during component destruction, if the component wasn't already in ScenePlayState.Stopped state during destruction. When called during destruction, it is called before onDestroy.

  • Virtual

    Called every time a component leaves the ScenePlayState.Stopped state.

    Returns void

    This method might be called during component creation, if the requirements for leaving the stopped state are met. One such case would be a component class that has the runInEditor attribute. When called during creation it is called after onInitialize.

  • Called at fixed time intervals (e.g. 60 times per frame). Only called if the component is in ScenePlayState.Playing state.

    Returns void

    RSX uses the fixed update to perform updates to sub-systems such as physics. Only implement this method if your logic depends on fixed updates (e.g. at 30hz) for stability.

  • Virtual

    Called once when the component first leaves the ScenePlayState.Stopped state.

    Returns void

    This method might be called during component creation, if the requirements for leaving the stopped state are met. One such case would be a component class that has the runInEditor attribute. When called during creation it is called after onCreate.

  • Virtual

    Called once per frame, after all other components received their onUpdate invocation. Only called if the component is in ScenePlayState.Playing state.

    Returns void

    This method should only be implemented if your component needs logic that implements on other component or SceneObject changes performend in onUpdate. An example could be a camera controller logic that updates in response to changes to the object that is being tracked.

  • Virtual

    Called when the script domain has been refreshed or when the component is initialized. During initialization it is called after onInitialize but before onEnable.

    Returns void

    This API will not be called in a deployment build.

  • Rotates the rigidbody. This method will ensure physically correct rotation, meaning the body will collide with other objects along the way.

    Parameters

    Returns void

  • Forces the object to sleep. Useful if you know the object will not move in any significant way for a while.

    Returns void

  • Registers the coroutine for the specified component using the provided args as arguments.

    Type Parameters

    Parameters

    • coroutine: T

      The coroutine.

    • Rest...args: Parameters<T>

    Returns boolean

    true if the coroutine was registered.

    The coroutine will be called for the first time when the coroutine subsystem runs for update events. There is no guarantee with regards to the order of how coroutines are invoked. Coroutines are a great way for time-deferred or delayed system. To implement a coroutine simply add a generator method to your component and register it as coroutine:

    		public *myCoroutine(text:string)
    {
    const endTime:number = Time.realElapsed + 3;

    while(Time.realElapsed < endTime)
    {
    yield true;
    }

    Debug.log("This code will be invoked after 3 seconds with the text=" + text);
    }

    To register the function simply call

    		this.startCoroutine(this.myCoroutine, "Hello World!");
    

    The function will be invoked once the coroutine runs. The coroutine function can yield the program control flow by using the keyword yield. The coroutine will then stop execution at that point, and pick up the execution in the next update event, right after the yield keyword that caused the coroutine to pause.

    With helper functions such as waitForSeconds or waitForAsyncOp it is easy to create coroutines that pause for a set time interval.

  • Registers the coroutine for the specified component using the provided args as arguments.

    Type Parameters

    Parameters

    • coroutine: T

      The coroutine.

    • Rest...args: Parameters<T>

    Returns boolean

    true if the coroutine was registered.

    The coroutine will be called for the first time when the coroutine subsystem runs for fixedUpdate events. There is no guarantee with regards to the order of how coroutines are invoked. Coroutines are a great way for time-deferred or delayed system. To implement a coroutine simply add a generator method to your component and register it as coroutine:

    		public *myCoroutine(text:string)
    {
    const endTime:number = Time.realElapsed + 3;

    while(Time.realElapsed < endTime)
    {
    yield true;
    }

    Debug.log("This code will be invoked after 3 seconds!");
    }

    To register the function simply call

    		this.startCoroutine(this.myCoroutine, "Hello World!");
    

    The function will be invoked once the coroutine runs. The coroutine function can yield the program control flow by using the keyword yield. The coroutine will then stop execution at that point, and pick up the execution in the next fixedUpdate event, right after the yield keyword that caused the coroutine to pause.

    With helper functions such as waitForSeconds or waitForAsyncOp it is easy to create coroutines that pause for a set time interval.

  • Stops all coroutines for the specified component.

    Returns void

    This API is only available for components that are registered in a scene.

  • Stops the coroutine for the specified component.

    Parameters

    Returns boolean

    true if the coroutine was registered.

  • Wakes an object up. Useful if you modified properties of this object, and potentially surrounding objects which might result in the object being moved by physics (although the physics system will automatically wake the object up for majority of such cases).

    Returns void

  • Locates a rsx object by its sceneRuntimeID and UUID.

    Parameters

    • sceneRuntimeID: number

      The runtime ID of the SceneInstance of the object.

    • uuid: Const<UUID>

      The UUID of the object to retrieve.

    Returns SceneNode

    The object or null if no object with given sceneRuntimeID and uuid has been registered

Events

onCollisionBegin: Event<[CollisionData], void>

Triggered when one of the colliders owned by the rigidbody starts colliding with another object.

This event should only have one receiver, as the data is moved out of the raw data.

onCollisionStay: Event<[CollisionData], void>

Triggered when a previously colliding collider stays in collision. Triggered once per frame.

This event should only have one receiver, as the data is moved out of the raw data.

onCollisionEnd: Event<[CollisionData], void>

Triggered when one of the colliders owned by the rigidbody stops colliding with another object.

This event should only have one receiver, as the data is moved out of the raw data.