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.
AngularDamping |
Generic angular damping, i.e. how much the physics body will slow down on its own.
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AngularDrag |
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AngularVelocity |
Angular velocity of this body in world space.
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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.
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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
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Density |
Returns average of densities for all physics shapes of this body. This is based on Sandbox.PhysicsShape.SurfaceMaterial of each shape.
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DragEnabled |
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EnableCollisionSounds |
Whether to play collision sounds
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Enabled |
Whether this body is enabled or not. Disables collisions, physics simulation, touch events, trace queries, etc.
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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.
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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.
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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.
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GravityEnabled |
Whether gravity is enabled for this body or not.
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GravityScale |
Scale the gravity relative to Sandbox.PhysicsWorld.Gravity. 2 is double the gravity, etc.
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GroupIndex |
Return the index of this body in its PhysicsGroup
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GroupName |
What is this body called in the group?
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Inertia |
The diagonal elements of the local inertia tensor matrix.
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InertiaRotation |
The orientation of the principal axes of local inertia tensor matrix.
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LastWaterEffect |
Time since last water splash effect. Used internally.
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LinearDamping |
Generic linear damping, i.e. how much the physics body will slow down on its own.
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LinearDrag |
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LocalMassCenter |
Center of mass for this physics body relative to its <see cref="P:Sandbox.PhysicsBody.Position">origin</see>.
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Locking |
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Mass |
Mass of this physics body.
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MassCenter |
Center of mass for this physics body in world space coordinates.
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MotionEnabled |
Controls physics simulation on this body.
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OnIntersectionEnd |
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OnIntersectionStart |
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OnIntersectionUpdate |
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OverrideMassCenter |
Is this physics body mass calculated or set directly.
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Parent |
The physics body we are attached to, if any
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PhysicsGroup |
The physics group we belong to.
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Position |
Position of this body in world coordinates.
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Rotation |
Rotation of the physics body in world space.
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Scale |
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SelfOrParent |
A convenience property, returns <see cref="P:Sandbox.PhysicsBody.Parent">Parent</see>, or if there is no parent, returns itself.
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ShapeCount |
How many shapes belong to this body.
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Shapes |
All shapes that belong to this body.
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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.
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SpeculativeContactEnabled |
If enabled, this physics body will move slightly ahead each frame based on its velocities.
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Surface |
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SurfaceMaterial |
Sets Sandbox.PhysicsShape.SurfaceMaterial on all child <see cref="T:Sandbox.PhysicsShape">PhysicsShape</see>s.
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Transform |
Transform of this physics body.
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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.
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Velocity |
Linear velocity of this body in world space.
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World |
The physics world this body belongs to.
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