OptionalactiveThe default active collision types for all colliders in this rigid body. Can be customized per-collider.
Use ActiveCollisionTypes to specify which collision types should be active for this collider.
OptionaladditionalSets the number of additional solver iterations that will be run for this rigid-body and everything that interacts with it directly or indirectly through contacts or joints.
Compared to increasing the global World.numSolverIteration, setting this
value lets you increase accuracy on only a subset of the scene, resulting in reduced
performance loss.
OptionalangularThe angular damping coefficient of this rigid-body.
OptionalangularThe initial angular velocity of this body.
OptionalargsArguments to pass to the collider
OptionalcanWhether or not this body can sleep.
OptionalccdWhether or not Continous Collision Detection is enabled for this rigid-body. https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection
OptionalchildrenChild mesh components.
OptionalcollidersAutomatically generate colliders based on meshes inside this rigid body.
You can change the default setting globally by setting the colliders
prop on the
Setting this to false will disable automatic colliders.
OptionalcollisionThe default collision groups bitmask for all colliders in this rigid body. Can be customized per-collider.
OptionalconfigBuoyancy simulation settings (water level, drag, force).
OptionalcontactThe contact skin of the collider.
The contact skin acts as if the collider was enlarged with a skin of width contactSkin around it, keeping objects further apart when colliding.
A non-zero contact skin can increase performance, and in some cases, stability. However it creates a small gap between colliding object (equal to the sum of their skin). If the skin is sufficiently small, this might not be visually significant or can be hidden by the rendering assets.
OptionaldensitySets the uniform density of this collider. If this is set, other mass-properties like the angular inertia tensor are computed automatically from the collider's shape. Cannot be used at the same time as the mass or massProperties values. More info https://rapier.rs/docs/user_guides/javascript/colliders#mass-properties
OptionaldominanceThe dominance group of this RigidBody. If a rigid body has a higher domiance group, on collision it will be immune to forces originating from the other bodies. https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance Default: 0
OptionalenabledAllow rotation of this rigid-body only along specific axes.
OptionalenabledAllow translation of this rigid-body only along specific axes.
OptionalfrictionSet the friction of auto-generated colliders. This does not affect any non-automatic child collider-components.
OptionalfrictionWhat happens when two bodies meet. See https://rapier.rs/docs/user_guides/javascript/colliders#friction.
OptionalgravityThe scaling factor applied to the gravity affecting the rigid-body.
OptionalincludeInclude invisible objects on the collider creation estimation.
OptionallinearThe linear damping coefficient of this rigid-body.
OptionallinearThe initial linear velocity of this body.
OptionallockLocks all rotations that would have resulted from forces on the created rigid-body.
OptionallockLocks all translations that would have resulted from forces on the created rigid-body.
OptionalmassThe mass of this collider. Generally, it's not recommended to adjust the mass properties as it could lead to unexpected behaviors. Cannot be used at the same time as the density or massProperties values. More info https://rapier.rs/docs/user_guides/javascript/colliders#mass-properties
OptionalmassThe mass properties of this rigid body. Cannot be used at the same time as the density or mass values.
OptionalnameThe optional name passed to THREE's Object3D
OptionalonCallback when this collider collideas with another collider.
OptionalonCallback when this collider stops colliding with another collider.
OptionalonCallback when this, or another collider triggers a contact force event
OptionalonCallback when this collider, or another collider starts intersecting, and at least one of them is a sensor.
OptionalonCallback when this, or another collider stops intersecting, and at least one of them is a sensor.
OptionalonOptionalonCallback fired when the object enters or changes depth in water.
OptionalonOptionalpositionInitial position of the RigidBody
OptionalprincipalPrincipal angular inertia of this rigid body
OptionalquaternionThe rotation, as a Quaternion, of this collider relative to the rigid body
OptionalrestitutionSet the restitution (bounciness) of auto-generated colliders. This does not affect any non-automatic child collider-components.
OptionalrestitutionWhat happens when two bodies meet. See https://rapier.rs/docs/user_guides/javascript/colliders#friction.
OptionalrotationInitial rotation of the RigidBody
OptionalsampleLocal offsets for sampling water depth. If omitted, a standard 8-point set is used.
OptionalscaleThe scale of this collider relative to the rigid body
OptionalsensorSets whether or not this collider is a sensor.
OptionalshapeThe shape of your collider
OptionalsoftThe maximum prediction distance Soft Continuous Collision-Detection.
When set to 0, soft-CCD is disabled.
Soft-CCD helps prevent tunneling especially of slow-but-thin to moderately fast objects. The soft CCD prediction distance indicates how far in the object’s path the CCD algorithm is allowed to inspect. Large values can impact performance badly by increasing the work needed from the broad-phase.
It is a generally cheaper variant of regular CCD since it relies on predictive constraints instead of shape-cast and substeps.
OptionalsolverThe default solver groups bitmask for all colliders in this rigid body. Can be customized per-collider.
OptionaltypeSpecify the type of this rigid body
OptionaluserPassed down to the object3d representing this collider.
Props for the Buoyancy component.