note_add PhysicsBody( world )


data_object AngularDampingdata_object AngularDragdata_object AngularVelocitydata_object AutoSleepdata_object BodyTypedata_object Densitydata_object DragEnableddata_object Enableddata_object EnableSolidCollisionsdata_object EnableTouchdata_object EnableTouchPersistsdata_object EnableTraceAndQueriesdata_object GameObjectdata_object GravityEnableddata_object GravityScaledata_object GroupIndexdata_object GroupNamedata_object Inertiadata_object InertiaRotationdata_object LastWaterEffectdata_object LinearDampingdata_object LinearDragdata_object LocalMassCenterdata_object Massdata_object MassCenterdata_object MotionEnableddata_object Parentdata_object PhysicsGroupdata_object Positiondata_object Rotationdata_object Scaledata_object SelfOrParentdata_object Shapesdata_object Sleepingdata_object SpeculativeContactEnableddata_object SurfaceMaterialdata_object Transformdata_object UseControllerdata_object Velocitydata_object World


code AddBoxShape( position, rotation, extent, rebuildMass ) code AddCapsuleShape( center, center2, radius, rebuildMass ) code AddCloneShape( shape ) code AddHullShape( position, rotation, points, rebuildMass ) code AddHullShape( position, rotation, points, rebuildMass ) code AddMeshShape( vertices, indices ) code AddMeshShape( vertices, indices ) code AddSphereShape( center, radius, rebuildMass ) code ApplyAngularImpulse( impulse ) code ApplyForce( force ) code ApplyForceAt( position, force ) code ApplyImpulse( impulse ) code ApplyImpulseAt( position, velocity ) code ApplyTorque( force ) code CheckOverlap( body ) code CheckOverlap( body, transform ) code ClearForces() code ClearShapes() code ClearTorque() code FindClosestPoint( vec ) code GetBounds() code GetVelocityAtPoint( point ) code LocalPoint( p ) code MassCenterPoint() code RebuildMass() code Remove() code SetMinSolverIterations( minVelocityIterations, minPositionIterations ) code WorldPoint( p )


code GetEntity<T>() code GetEntity()
bool AutoSleep { set; }


Whether this body is allowed to automatically go into "sleep" after a certain amount of time of inactivity. PhysicsBody.Sleeping for more info on the sleep mechanic.

Return Value

bool output