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.

    enabled: boolean = true

    Whether this component participates in simulation and rendering. When false, the GameObject skips its update/updateRender and the scene's render collectors (mesh renderers, camera, lights, …) ignore it — the component stays attached and keeps its state, like Unity's Behaviour.enabled / Renderer.enabled. Defaults to true.

    gameObject: GameObject

    The owning GameObject; assigned by addComponent before onAttach runs.

    _sceneAttached: boolean = false

    True between onAttach and onDetach — i.e. while this component sits on a GameObject that is part of a live Scene. Managed by GameObject. Internal — do not set directly.

    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
    mass: number = 0

    Override mass (kg). 0 = derive from shape volume × density (a 1 m cube ≈ 1000 kg).

    layer: number = CollisionLayer.Prop
    mask: number = CollisionLayer.All
    meshGeometry: { positions: Float32Array; indices: Uint32Array } | null = null

    Explicit triangle geometry for shape:'mesh'; if unset, a sibling component's colliderGeometry is used (e.g. an editor GltfModel).

    doubleSided: boolean = false

    shape:'mesh' only: build the triangle mesh double-sided (collides on both faces, like Godot's trimesh). Recommended for ported level geometry, which otherwise has fall-through gaps wherever a triangle is wound away from the player (Jolt's MeshShape is one-sided). See BodyOptions.doubleSided.

    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.

    • get colliderReady(): boolean

      True once the Jolt body exists. For a shape:'mesh' collider this also means the (async) sibling geometry has loaded AND its shape has been built — so game code can gate on it to avoid releasing characters before the floor physically exists (a streamed level's collider can lag its visual mesh by seconds).

      Returns boolean

    • get bodyMass(): number

      The body's actual mass (kg) as resolved by Jolt — the explicit mass if set, else the shape-derived value. 0 until the body is live. Useful for scaling buoyant/thruster forces to the real mass.

      Returns number

    Methods

    • Connect to a Signal with automatic disconnect when this component is removed from its GameObject — the safe default for cross-object listening, so a destroyed component never leaks into (or gets called by) a signal it once observed. Typically called from onAttach:

      onAttach(): void {
      const health = this.gameObject.getComponent(Health)!;
      this.listen(health.died, () => this.playDeathEffect());
      }

      Type Parameters

      • A extends unknown[]

      Parameters

      Returns () => void

      The unsubscribe function, for listeners that also want to disconnect early; calling it is optional and idempotent.

    • Called when this component's GameObject begins touching another body, with the GameObject it collided with. Dispatched by the physics system after each world step (only while playing), so handlers may freely mutate the scene. Requires a physics body (RigidBody / CharacterBody) on the object.

      Parameters

      • _other: GameObject

        The other GameObject involved in the contact.

      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

    • Called when the component joins a live scene — from addComponent when the GameObject is already in a scene, otherwise when the GameObject is added to one. this.gameObject.scene (and scene.engine) is always set here. Override to acquire references to siblings/children or initialize resources.

      Returns void

    • Accumulate a continuous force (newtons) applied at a WORLD point — the off-center point produces torque, so a set of these drives buoyant lift + roll/pitch. Jolt clears accumulated forces each step, so this must be called every frame (typically from a physics pre-step ticker; see Buoyancy). No-op if the body isn't live.

      Parameters

      Returns void

    • Velocity (m/s) of the material point currently at a WORLD position — linear + angular contribution. Used for per-probe hydrodynamic drag. Zero if the body isn't live.

      Parameters

      Returns Vec3