Internal_whether this body is currently pooled, in which case it should be ignored
world-space AABB
active body index for island building (sequential index 0,1,2... for dynamic+kinematic bodies, -1 for static)
broadphase layer this body is in, -1 if none
CCD body index (index into world.ccd.ccdBodies array, -1 if not using CCD this frame)
world-space center of mass position
whether kinematic bodies can collide with static/other kinematic bodies
collision group bitfield - "I am in these groups"
collision mask bitfield - "I collide with these groups"
constraint IDs referencing this body (for cleanup on body removal)
number of contacts involving this body
which broadphase dbvt node contains this body
enable enhanced internal edge removal to eliminate ghost collisions on internal edges
coefficient of friction
how to combine friction when this body collides with another
Head of the intrusive doubly-linked list of contacts involving this body. Packed key: (contactId << 1) | edgeIndex. Use INVALID_CONTACT_KEY (-1) for empty list.
unique body identifier
index from body ID (index into World.bodies array)
island index this body belongs to (set during island building, -1 if not in an island)
mass properties (mass, inertia tensor, etc.)
how mass properties are calculated/overridden
motion properties (velocity, forces, damping, etc.)
the body's motion type
object layer this body is in
the body's world-space position at the shape origin,
the body's orientation
coefficient of restitution (bounciness)
how to combine restitution when this body collides with another
whether this body is a sensor (detects collisions but does not respond physically)
sequence number from body ID (for fast stale reference detection)
the body's shape
Readonlysleepingwhether the body is currently sleeping
whether to use manifold reduction for this body. if you requires tracking exactly which sub shape ids are in contact, you can turn off manifold reduction. note that this comes at a performance cost. manifold reduction by default will combine contacts with similar normals that come from different sub shape ids (e.g. different triangles in a mesh shape or different compound shapes).
an optional user-defined field, defaults to null
physics body in a physics world