Optional allowtrue
Optional angularHow much to damp the body angular velocity each step. It can go from 0 to 1.
0.01
Optional angularUse this property to limit the rotational motion along any world axis. (1,1,1) will allow rotation along all axes while (0,0,0) allows none.
Optional angularAngular velocity of the body, in world space. Think of the angular velocity as a vector, which the body rotates around. The length of this vector determines how fast (in radians per second) the body rotates.
Optional collisionThe collision group the body belongs to.
1
Optional collisionThe collision group the body can collide with.
-1
Optional collisionWhether to produce contact forces when in contact with other bodies. Note that contacts will be generated, but they will be disabled - i.e. "collide" events will be raised, but forces will not be altered.
Optional fixedSet to true if you don't want the body to rotate. Make sure to run .updateMassProperties() if you change this after the body creation.
false
Optional isWhen true the body behaves like a trigger. It does not collide with other bodies but collision events are still triggered.
false
Optional linearHow much to damp the body velocity each step. It can go from 0 to 1.
0.01
Optional linearUse this property to limit the motion along any world axis. (1,1,1) will allow motion along all axes while (0,0,0) allows none.
Optional massThe mass of the body.
0
Optional materialThe physics material of the body. It defines the body interaction with other bodies.
Optional positionWorld space position of the body.
Optional quaternionWorld space orientation of the body.
Optional shapeAdd a Shape to the body.
Optional sleepIf the speed (the norm of the velocity) is smaller than this value, the body is considered sleepy.
0.1
Optional sleepIf the body has been sleepy for this sleepTimeLimit seconds, it is considered sleeping.
1
Optional typeOne of: Body.DYNAMIC, Body.STATIC and Body.KINEMATIC.
Optional velocityWorld space velocity of the body.
If true, the body will automatically fall to sleep.