Summary

Represents a physics object. An entity can have multiple physics objects. See <see cref="P:Sandbox.PhysicsBody.PhysicsGroup">PhysicsGroup</see>. A physics objects consists of one or more <see cref="T:Sandbox.PhysicsShape">PhysicsShape</see>s.

Properties

AngularDamping Generic angular damping, i.e. how much the physics body will slow down on its own.
AngularDrag
AngularVelocity Angular velocity of this body in world space.
AutoSleep Whether this body is allowed to automatically go into "sleep" after a certain amount of time of inactivity. Sandbox.PhysicsBody.Sleeping for more info on the sleep mechanic.
BodyType Movement type of physics body, either Static, Keyframed, Dynamic Note: If this body is networked and dynamic, it will return Keyframed on the client
Density Returns average of densities for all physics shapes of this body. This is based on Sandbox.PhysicsShape.SurfaceMaterial of each shape.
DragEnabled
EnableCollisionSounds Whether to play collision sounds
Enabled Whether this body is enabled or not. Disables collisions, physics simulation, touch events, trace queries, etc.
EnableSolidCollisions Sets Sandbox.PhysicsShape.EnableSolidCollisions on all shapes of this body. <br /><br /> Returns true if ANY of the physics shapes have solid collisions enabled.
EnableTouch Enables Touch callbacks on all <see cref="T:Sandbox.PhysicsShape">PhysicsShapes</see> of this body. Returns true if ANY of the physics shapes have touch events enabled.
EnableTouchPersists Sets Sandbox.PhysicsShape.EnableTouchPersists on all shapes of this body. <br /><br /> Returns true if ANY of the physics shapes have persistent touch events enabled.
GravityEnabled Whether gravity is enabled for this body or not.
GravityScale Scale the gravity relative to Sandbox.PhysicsWorld.Gravity. 2 is double the gravity, etc.
GroupIndex Return the index of this body in its PhysicsGroup
GroupName What is this body called in the group?
Inertia The diagonal elements of the local inertia tensor matrix.
InertiaRotation The orientation of the principal axes of local inertia tensor matrix.
LastWaterEffect Time since last water splash effect. Used internally.
LinearDamping Generic linear damping, i.e. how much the physics body will slow down on its own.
LinearDrag
LocalMassCenter Center of mass for this physics body relative to its <see cref="P:Sandbox.PhysicsBody.Position">origin</see>.
Locking
Mass Mass of this physics body.
MassCenter Center of mass for this physics body in world space coordinates.
MotionEnabled Controls physics simulation on this body.
OnIntersectionEnd
OnIntersectionStart
OnIntersectionUpdate
OverrideMassCenter Is this physics body mass calculated or set directly.
Parent The physics body we are attached to, if any
PhysicsGroup The physics group we belong to.
Position Position of this body in world coordinates.
Rotation Rotation of the physics body in world space.
Scale
SelfOrParent A convenience property, returns <see cref="P:Sandbox.PhysicsBody.Parent">Parent</see>, or if there is no parent, returns itself.
ShapeCount How many shapes belong to this body.
Shapes All shapes that belong to this body.
Sleeping Physics bodies automatically go to sleep after a certain amount of time of inactivity to save on performance. You can use this to wake the body up, or prematurely send it to sleep.
SpeculativeContactEnabled If enabled, this physics body will move slightly ahead each frame based on its velocities.
Surface
SurfaceMaterial Sets Sandbox.PhysicsShape.SurfaceMaterial on all child <see cref="T:Sandbox.PhysicsShape">PhysicsShape</see>s.
Transform Transform of this physics body.
UseController If true we'll create a controller for this physics body. This is useful for keyframed physics objects that need to push things. The controller will sweep as the entity moves, rather than teleporting the object.. which works better when pushing dynamic objects etc.
Velocity Linear velocity of this body in world space.
World The physics world this body belongs to.

Methods

AddBoxShape
AddCapsuleShape
AddCloneShape
AddConeShape
AddCylinderShape
AddHeightFieldShape
AddHullShape
AddMeshShape
AddShape
AddSphereShape
ApplyAngularImpulse
ApplyForce
ApplyForceAt
ApplyImpulse
ApplyImpulseAt
ApplyTorque
CheckOverlap
ClearForces Clear accumulated linear forces (Sandbox.PhysicsBody.ApplyForce(Vector3) and Sandbox.PhysicsBody.ApplyForceAt(Vector3,Vector3)) during this physics frame that were not yet applied to the physics body.
ClearShapes Remove all physics shapes, but not the physics body itself.
ClearTorque Clear accumulated torque (angular force, Sandbox.PhysicsBody.ApplyTorque(Vector3)) during this physics frame that were not yet applied to the physics body.
FindClosestPoint
GetBounds Returns Axis-Aligned Bounding Box (AABB) of this physics body.
GetLerpedTransform
GetVelocityAtPoint
LocalPoint
MassCenterPoint Returns a Sandbox.Physics.PhysicsPoint at the center of mass of this body.
Move
RebuildMass Meant to be only used on <b>dynamic</b> bodies, rebuilds mass from all shapes of this body based on their volume and <see cref="P:Sandbox.PhysicsBody.Surface">physics properties</see>, for cases where they may have changed.
Remove Completely removes this physics body.
ResetInertiaTensor Resets the inertia tensor to its calculated values.
SetInertiaTensor
SmoothMove
SmoothRotate
WorldPoint
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