The collision detection mode to use with this rigid body. @see CollisionDetectionMode for options.
Whether to detect collisions with this rigid body.
Whether the rigid body is enabled or not.
Whether the rigid body is kinematic. Note kinematic rigid bodies participate in collisions, but are not simulated by the rigid body. This is useful for objects that should collide with other objects, but you want to control the position/rotation manually or animate them.
The mass of the rigid body.
Whether the rigid body is affected by gravity.
The angular velocity of the rigid body.
The angular velocity of the rigid body.
The constraints that the rigid body is bound by. @see RigidBodyConstraints for options.
The constraints that the rigid body is bound by. @see RigidBodyConstraints for options.
The velocity of the rigid body.
The velocity of the rigid body.
Apply a force to the rigid body for physics to simulate.
The force to apply to the rigid body.
Apply a force to the rigid body at a specific position for physics to simulate.
The force to apply to the rigid body.
The position at which to apply the force. This should be in app coordinates.
Add a relative torque to the rigid body for physics to simulate.
The relative torque to apply to the rigid body.
Add a torque to the rigid body for physics to simulate.
The torque to apply to the rigid body.
Move the rigid body to the new position with interpolation where supported.
The position to move to.
Rotate the rigid body to the new rotation with interpolation where supported.
The new rotation to rotate to.
Class that represents a rigid body found on an actor.