Taos API Reference
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    Class RigidBody

    A rigid body. shape + its dimensions pick the collider; motion selects static / dynamic / kinematic. A dynamic body is simulated and writes its pose back onto the GameObject each frame.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    id: string = ...

    Stable identity for this component, unique within a session. Auto-generated for runtime-created components; the editor overwrites it with a persistent id when projecting a saved document so references survive save / load / undo.

    gameObject: GameObject

    The owning GameObject; assigned by addComponent before onAttach runs.

    shape: RigidBodyShape = 'box'
    halfExtents: Vec3 = ...

    Box half-extents (used when shape is 'box').

    radius: number = 0.5

    Radius (sphere / capsule).

    halfHeight: number = 0.5

    Capsule cylinder half-height (excludes the caps).

    motion: BodyMotion = 'dynamic'
    friction: number = 0.5
    restitution: number = 0.2
    gravityFactor: number = 1
    layer: number = CollisionLayer.Prop
    mask: number = CollisionLayer.All

    Accessors

    • get time(): Time

      The simulation clock of the scene this component belongs to. Read inside update (or any time after the GameObject is added to a scene) for absolute time, frame count, FPS, and timeScale-aware delta — e.g. this.time.elapsed, this.time.delta, this.time.frameCount.

      this.time.delta equals the dt argument passed to update, so components can ignore that argument entirely and pull everything from here.

      Returns Time

      if the owning GameObject is not currently part of a scene.

    Methods

    • Called every frame by the GameObject's update traversal.

      Parameters

      • _dt: number

        Frame delta time in seconds.

      Returns void

    • Called every frame by the GameObject's render traversal, after update and any input/controller mutations to the transform. Override to refresh per-frame state that render passes consume (e.g. Camera recomputes its cached view/projection matrices here).

      Parameters

      • _ctx: RenderContext

        Active render context (provides canvas width/height etc.).

      Returns void