Taos API Reference
    Preparing search index...

    Interface RigidBodyDoc

    A RigidBody physics component (see taos/physics). shape + its dimensions pick the collider; motion is static / dynamic / kinematic. layer/mask are CollisionLayer bit flags. Requires the host to have imported taos/physics.

    interface RigidBodyDoc {
        type: "RigidBody";
        shape?: "box" | "sphere" | "capsule" | "cylinder" | "mesh";
        halfExtents?: [number, number, number];
        radius?: number;
        halfHeight?: number;
        motion?: "static" | "dynamic" | "kinematic";
        friction?: number;
        restitution?: number;
        gravityFactor?: number;
        mass?: number;
        layer?: number;
        mask?: number;
        doubleSided?: boolean;
    }
    Index

    Properties

    type: "RigidBody"
    shape?: "box" | "sphere" | "capsule" | "cylinder" | "mesh"

    'mesh' builds a static triangle collider from a sibling GltfModel's geometry.

    halfExtents?: [number, number, number]

    Box half-extents.

    radius?: number

    Radius (sphere / capsule / cylinder).

    halfHeight?: number

    Capsule / cylinder half-height (the cylindrical section, local Y axis).

    motion?: "static" | "dynamic" | "kinematic"
    friction?: number
    restitution?: number
    gravityFactor?: number
    mass?: number

    Override mass (kg). 0/omitted → derived from shape volume × density.

    layer?: number
    mask?: number
    doubleSided?: boolean

    'mesh' only: build the triangle collider double-sided (collides on both faces, like Godot trimesh). Use for ported level geometry to avoid fall-through where triangles are wound away from the player.