Gets the rate at which the body loses angular velocity over time, from 0 (none) to 1.
The angular damping.
Sets the rate at which the body loses angular velocity over time, from 0 (none) to 1. Defaults to 0.
The angular damping.
Gets the scaling applied to the body's rotation about each axis: 0 locks an axis and 1 leaves it free.
The angular factor.
Sets the scaling applied to the body's rotation about each axis: 0 locks an axis and 1 leaves
it free. Applies to dynamic bodies only. Defaults to 1 in each axis.
The angular factor.
The nearest ancestor <pc-app> element, or null if this element has no <pc-app>
ancestor. The search starts at the parent, so an element never resolves to itself.
The closest app element, or null.
The nearest ancestor element that fronts an entity — <pc-entity>, <pc-model> or
<pc-node> — or null if this element has no such ancestor. The search starts at the
parent, so an element never resolves to itself.
The closest entity-fronting element, or null.
Gets the underlying PlayCanvas rigidbody component. null until the element is
ready — see ComponentElement.component.
The rigidbody component, or null.
Gets the enabled state of the component.
The enabled state of the component.
Sets the enabled state of the component.
The enabled state of the component.
Gets the friction applied where the body contacts another, from 0 (slides freely) to 1 (grips).
The friction.
Sets the friction applied where the body contacts another, from 0 (slides freely) to 1 (grips). Defaults to 0.5.
The friction.
Gets the rate at which the body loses linear velocity over time, from 0 (none) to 1.
The linear damping.
Sets the rate at which the body loses linear velocity over time, from 0 (none) to 1. Defaults to 0.
The linear damping.
Gets the scaling applied to the body's movement along each axis: 0 locks an axis and 1 leaves it free.
The linear factor.
Sets the scaling applied to the body's movement along each axis: 0 locks an axis and 1 leaves
it free. Applies to dynamic bodies only. Defaults to 1 in each axis.
The linear factor.
Gets the mass of the body, which applies to dynamic bodies only.
The mass.
Sets the mass of the body. Applies to dynamic bodies only; static and kinematic bodies
behave as if infinitely massive. Defaults to 1.
The mass.
Gets the bounciness of the body, from 0 (all energy lost in a collision) to 1 (none lost).
The restitution.
Sets the bounciness of the body, from 0 (all energy lost in a collision) to 1 (none lost). The restitution of both colliding bodies is multiplied together, so two bodies at 1 bounce fully and one at 0 stops any bounce. Defaults to 0.
The restitution.
Gets the friction that resists the body rolling across a contact, where friction resists it
sliding.
The rolling friction.
Sets the friction that resists the body rolling across a contact, where friction resists it
sliding. Defaults to 0.
The rolling friction.
Gets how the body takes part in the simulation: static, dynamic or kinematic.
The type.
Sets how the body takes part in the simulation. Can be static (never moves, and other
bodies collide with it), dynamic (moved by forces, gravity and collisions) or kinematic
(moved only by setting its transform, and pushes dynamic bodies aside). Defaults to
static.
The type.
Protected_Called when the element is fully initialized and ready. Subclasses should call this when
they're ready. Resolves the ready promise and dispatches a bubbling, composed ready
event. Signals at most once per readiness cycle: a repeat call before _resetReady
has re-armed the promise does nothing.
Protected_Returns the ready promise to its pending state. Subclasses should call this when the
resource their readiness announced is torn down (typically from disconnectedCallback),
so that a later re-initialization can signal readiness again. Does nothing while the
promise is still pending — an in-flight waiter carries over to the next readiness cycle
rather than being stranded on a promise nothing will ever resolve.
ProtectedgetReturns the data the component is created with. Overridden by subclasses to supply the initial values of their cached properties.
The initial component data.
ProtectedinitConfigures the newly added component. Overridden by subclasses whose setup goes beyond the initial data — child-element handling, asset resolution and the like.
Returns a promise that resolves with this element when it's ready. This is the low-level primitive underlying whenReady, which is the recommended way to wait for elements.
Readiness tracks the element's current lifecycle: once a ready element is torn down (for example by removing it from the document), this returns a fresh promise that resolves when the element is next ready. A promise obtained earlier stays resolved — call this again after re-inserting an element rather than reusing a promise from before its removal.
A promise that resolves with this element when it's ready.
The RigidBodyComponentElement interface provides properties and methods for manipulating
<pc-rigid-body>elements. The RigidBodyComponentElement interface also inherits the properties and methods of the HTMLElement interface.Engine component: RigidBodyComponent (
rigidbody).