Rigidbody

Variables

Name

Type

Description

isStatic

bool

An Entity with a static Rigidbody is not affected by forces or collisions.

isAffectedByConstants

bool

Specifies if the Entity is affected by the Physics Module’s constants (for example: gravity).

lockRotation

bool

Controls whether the Entity’s Transform’s rotation is affected by torque and collisions.

mass

float

The mass of the Entity. Must not be 0.0.

inertia

float

The inertia of the Entity. Must not be 0.0.

restitution

float

The coefficient of restitution, generally used for collision responses.

staticFriction

float

The coefficient of static friction, generally used for collision responses.

dynamicFriction

float

The coefficient of dynamic friction, generally used for collision responses.

force

Math::vec3

The force (linear) applied on an Entity for a single frame (does not include the Physics Module’s constants).

linearAcceleration

Math::vec3

The linear acceleration of an Entity.

linearVelocity

Math::vec3

The linear velocity of an Entity.

torque

Math::vec3

The torque (rotational) applied on an Entity for a single frame (does not include the Physics Module’s constants).

angularAcceleration

Math::vec3

The angular acceleration of an Entity.

angularVelocity

Math::vec3

The angular velocity of an Entity.

Notes

JSON for the .ntsn - Scene scene file format:

Name

Type

Description

Possible values

rigidbody

Array of Object

The Rigidbody Component.

Name

Type

Description

Possible values

isStatic

Boolean

An Entity with a static Rigidbody is not affected by forces or collisions.

Any boolean (true or false).

isAffectedByConstants

Boolean

Specifies if the Entity is affected by the Physics Module’s constants (for example: gravity).

Any boolean (true or false).

lockRotation

Boolean

Controls whether the Entity’s Transform’s rotation is affected by torque and collisions.

Any boolean (true or false).

mass

Number

The mass of the Entity. Must not be 0.0.

Any number excepted 0.0.

restitution

Number

The coefficient of restitution, generally used for collision responses.

Any number.

staticFriction

Number

The coefficient of static friction, generally used for collision responses.

Any number.

dynamicFriction

Number

The coefficient of dynamic friction, generally used for collision responses.

Any number.