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RigidBodyComponent

Defined in: physics/src/RigidBodyComponent.ts:39

Wraps a Rapier rigid body. All public API values are in pixels.

Component ordering: Transform must be added before RigidBodyComponent.

  • Component

new RigidBodyComponent(config): RigidBodyComponent

Defined in: physics/src/RigidBodyComponent.ts:75

RigidBodyConfig

RigidBodyComponent

Component.constructor

_bodyHandle: number = -1

Defined in: physics/src/RigidBodyComponent.ts:50

Internal

Rapier body handle, set during onAdd.


_currPosition: Vec2 = Vec2.ZERO

Defined in: physics/src/RigidBodyComponent.ts:57

Internal

Current authoritative position (post physics step).


_currRotation: number = 0

Defined in: physics/src/RigidBodyComponent.ts:59

Internal

Current authoritative rotation (post physics step).


_kinematicTargetPosition: Vec2 = Vec2.ZERO

Defined in: physics/src/RigidBodyComponent.ts:61

Internal

Position the next step drives a kinematic body toward.


_kinematicTargetRotation: number = 0

Defined in: physics/src/RigidBodyComponent.ts:63

Internal

Rotation the next step drives a kinematic body toward.


_lastWrittenPosition: Vec2 = Vec2.ZERO

Defined in: physics/src/RigidBodyComponent.ts:68

Internal

Position physics last wrote to the Transform (kinematic only). A Transform that still holds it carries no game write to capture.


_lastWrittenRotation: number = 0

Defined in: physics/src/RigidBodyComponent.ts:70

Internal

Rotation physics last wrote to the Transform (kinematic only).


_prevPosition: Vec2 = Vec2.ZERO

Defined in: physics/src/RigidBodyComponent.ts:53

Internal

Previous position for interpolation.


_prevRotation: number = 0

Defined in: physics/src/RigidBodyComponent.ts:55

Internal

Previous rotation for interpolation.


entity: Entity

Defined in: core/dist/index.d.ts:2716

Back-reference to the owning entity. Set by the engine when the component is added to an entity. Do not set manually.

Component.entity


syncRotation: boolean

Defined in: physics/src/RigidBodyComponent.ts:47

If false, physics will not write rotation back to Transform.


readonly type: BodyType

Defined in: physics/src/RigidBodyComponent.ts:44

Body type (dynamic, static, kinematic).


static restorePriority: number = 10

Defined in: physics/src/RigidBodyComponent.ts:41

Snapshot restore order. On load, an entity’s components are re-added in ascending priority, so a component whose onAdd() reads a sibling can rely on lower-priority siblings being present and initialized. Undeclared = 100. Engine components reserve 0-99; game and addon components declare a value only when a sibling onAdd() dependency requires it. Equal priorities restore in save-time add order. Subclasses inherit their base class’s priority unless they declare their own.

Component.restorePriority


static optional updatePriority?: number

Defined in: core/dist/index.d.ts:2889

Class-level default for updatePriority: every instance runs at this priority unless its own updatePriority is written. Undeclared = 0. Subclasses inherit their base class’s value unless they declare their own. Declare it on a component whose behavior depends on running after (or before) a sibling, so the entity that adds it does not have to control the add order.

class BoundsClamp extends Component {
static updatePriority = 10; // after the follow that moves the camera
}

Component.updatePriority

get context(): EngineContext

Defined in: core/dist/index.d.ts:2770

Access the EngineContext from the entity’s scene. Throws if the entity is not in a scene.

EngineContext

Component.context


get effectiveEnabled(): boolean

Defined in: core/dist/index.d.ts:2740

Whether the component is actually running: enabled, on an active entity, and past onAdd. This is the state onEnable and onDisable track — read it when a method has to behave one way live and another way dormant.

boolean

Component.effectiveEnabled


get enabled(): boolean

Defined in: core/dist/index.d.ts:2732

Whether this component runs. Disabled components are skipped by ComponentUpdateSystem.

Writing this fires onEnable / onDisable when the effective state changes — enabled && entity.isActive. A component disabled here stays disabled through a setActive(false) / setActive(true) cycle on its entity.

boolean

set enabled(value): void

Defined in: core/dist/index.d.ts:2733

boolean

void

Component.enabled


get gravityScale(): number

Defined in: physics/src/RigidBodyComponent.ts:342

Gravity multiplier for this body. 1 unless set.

number


get position(): Vec2

Defined in: physics/src/RigidBodyComponent.ts:369

Body position in pixels — the exact simulated pose. A dynamic or kinematic body’s Transform holds the interpolated pose that gets drawn: smooth, and at most one fixed step behind this value.

Falls back to the entity’s world position when no Rapier body exists (e.g. after teardown has destroyed it).

Vec2


get positionX(): number

Defined in: physics/src/RigidBodyComponent.ts:384

X component of the exact simulated position in pixels. Avoids the Vec2 allocation of position — prefer this and positionY on a per-frame read path.

number


get positionY(): number

Defined in: physics/src/RigidBodyComponent.ts:394

Y component of the exact simulated position in pixels. Avoids the Vec2 allocation of position.

number


get rotation(): number

Defined in: physics/src/RigidBodyComponent.ts:407

Body rotation in radians — the exact simulated pose. A dynamic or kinematic body’s Transform holds the interpolated rotation that gets drawn: smooth, and at most one fixed step behind this value.

Falls back to the entity’s world rotation when no Rapier body exists.

number


get scene(): Scene

Defined in: core/dist/index.d.ts:2765

Access the entity’s scene. Throws if the entity is not in a scene. Prefer this over threading through this.entity.scene in component code.

Scene

Component.scene


get speed(): number

Defined in: physics/src/RigidBodyComponent.ts:277

Speed (velocity magnitude) in pixels/s. No Vec2 allocation.

number


get speedSquared(): number

Defined in: physics/src/RigidBodyComponent.ts:285

Squared speed in (pixels/s)². Cheaper than speed when only comparing magnitudes (e.g. against a threshold).

number


get updatePriority(): number

Defined in: core/dist/index.d.ts:2758

Where this component runs among its siblings. ComponentUpdateSystem calls update / fixedUpdate on an entity’s components in ascending priority; equal priorities run in add order. Undeclared = 0, so a negative value runs before siblings that keep the default and a positive value runs after them. Writable at any time, before or after add(). Defaults to the class’s static updatePriority.

class Player extends Entity {
setup() {
this.add(new Mover());
this.add(new Brain()).updatePriority = -1; // decides before Mover moves
}
}

number

set updatePriority(value): void

Defined in: core/dist/index.d.ts:2759

number

void

Component.updatePriority


get velocityX(): number

Defined in: physics/src/RigidBodyComponent.ts:260

X component of linear velocity in pixels/s. Avoids the Vec2 allocation of getVelocity() — prefer this and velocityY on a per-frame read path. Reading both components calls into Rapier twice; for both as numbers without the double call, getVelocity() is still the option.

number


get velocityY(): number

Defined in: physics/src/RigidBodyComponent.ts:270

Y component of linear velocity in pixels/s. Avoids the Vec2 allocation of getVelocity().

number

_applyEnabled(effective): void

Defined in: core/dist/index.d.ts:2824

Internal

Force an effective-enabled transition, firing the hook on a flip. Used by Entity for teardown, where enabled and the entity’s activeness both still read true.

boolean

void

Component._applyEnabled


_capturePendingTarget(): void

Defined in: physics/src/RigidBodyComponent.ts:492

Internal

Adopt any pose the game wrote to the Transform as the kinematic step target. Runs before each physics step and before the interpolation lerp overwrites the Transform, so targets stay fresh even on frames that run several steps.

void


_hasPendingTargetPosition(): boolean

Defined in: physics/src/RigidBodyComponent.ts:461

Internal

True when the Transform’s world position no longer holds what physics last wrote — i.e. the game (or a moved parent) repositioned it, and the write is waiting to become the kinematic step target.

boolean


_hasPendingTargetRotation(): boolean

Defined in: physics/src/RigidBodyComponent.ts:475

Internal

Rotation counterpart of _hasPendingTargetPosition. Compares along the shortest arc: a game that normalizes its own accumulated rotation writes a numerically different, visually identical angle, which is not a new target.

boolean


_refreshEnabled(): void

Defined in: core/dist/index.d.ts:2817

Internal

Recompute effective enabled-ness from enabled and the entity’s activeness, firing the hook on a flip.

void

Component._refreshEnabled


_runCleanups(): void

Defined in: core/dist/index.d.ts:2811

Internal

Run and clear all registered cleanups. Called by Entity.remove() and Entity._performDestroy() before onRemove/onDestroy.

void

Component._runCleanups


protected addCleanup(fn): void

Defined in: core/dist/index.d.ts:2805

Register a cleanup function to run when this component is removed or destroyed.

() => void

void

Component.addCleanup


afterRestore(data): void

Defined in: physics/src/RigidBodyComponent.ts:541

Restore runtime state (velocities) after the Rapier body has been created.

unknown

void

Component.afterRestore


applyForce(force): void

Defined in: physics/src/RigidBodyComponent.ts:192

Apply a force (in pixels) at the center of mass.

Vec2Like

void


applyImpulse(impulse): void

Defined in: physics/src/RigidBodyComponent.ts:205

Apply an impulse (in pixels) at the center of mass.

Vec2Like

void


applyTorque(torque): void

Defined in: physics/src/RigidBodyComponent.ts:295

Apply torque.

number

void


optional fixedUpdate(dt): void

Defined in: core/dist/index.d.ts:2863

Called every fixed timestep by the built-in ComponentUpdateSystem.

number

Fixed timestep in seconds, scaled by scene and entity timeScale.

void

Component.fixedUpdate


getAngularVelocity(): number

Defined in: physics/src/RigidBodyComponent.ts:309

Get angular velocity in radians/s.

number


getMass(): number

Defined in: physics/src/RigidBodyComponent.ts:319

Mass derived from the attached colliders (density × shape size). applyImpulse(dv.scale(getMass())) changes velocity by exactly dv px/s.

number


getVelocity(): Vec2

Defined in: physics/src/RigidBodyComponent.ts:243

Get linear velocity in pixels/s.

Vec2


protected listen<T>(entity, token, handler): void

Defined in: core/dist/index.d.ts:2797

Subscribe to events on any entity, auto-unsubscribe on removal.

T

Entity

EventToken<T>

(data) => void

void

Component.listen


protected listenScene<T>(token, handler): void

Defined in: core/dist/index.d.ts:2803

Subscribe to scene-level events, auto-unsubscribe on removal. Handlers fire for bubbled entity events (entity = source) and scene.emit events (entity = undefined).

T

EventToken<T>

(data, entity?) => void

void

Component.listenScene


lockRotations(locked): void

Defined in: physics/src/RigidBodyComponent.ts:355

Lock or unlock rotations at runtime.

boolean

void


onAdd(): void

Defined in: physics/src/RigidBodyComponent.ts:82

Called when the component is added to an entity. Validate dependencies here — a service, a sibling component, a render layer — and throw when one is missing. The throw is attributed to this component, recorded in Inspector.getErrors().callbackErrors, and rethrown, so it reaches the caller of entity.add() unchanged.

void

Component.onAdd


onDestroy(): void

Defined in: physics/src/RigidBodyComponent.ts:184

Called when the component is destroyed (entity destroyed or component removed).

void

Component.onDestroy


onDisable(): void

Defined in: physics/src/RigidBodyComponent.ts:126

Put the Rapier body to sleep without freeing it — the allocation is exactly what a reused entity gets to keep. Momentum and queued forces/torques are cleared and joints are detached, so waking the body cannot resume a motion — or a tether — that started a life ago.

void

Component.onDisable


onEnable(): void

Defined in: physics/src/RigidBodyComponent.ts:142

Bring the body back and snap interpolation to its current pose, so the first frame after reuse renders where the body is rather than lerping from where it slept.

void

Component.onEnable


optional onRemove(): void

Defined in: core/dist/index.d.ts:2851

Called when the component is removed from an entity.

void

Component.onRemove


serialize(): RigidBodyData

Defined in: physics/src/RigidBodyComponent.ts:502

Serialize the component into a plain data object.

RigidBodyData

Component.serialize


protected service<T>(key): T

Defined in: core/dist/index.d.ts:2787

Lazy proxy-based service resolution. Can be used at field-declaration time:

readonly input = this.service(InputManagerKey);

The actual resolution is deferred until first property access.

T extends object

ServiceKey<T>

T

Component.service


setAngularVelocity(v): void

Defined in: physics/src/RigidBodyComponent.ts:302

Set angular velocity in radians/s.

number

void


setEnabledTranslations(enableX, enableY): void

Defined in: physics/src/RigidBodyComponent.ts:348

Set which translation axes are enabled at runtime.

boolean

boolean

void


setGravityScale(scale): void

Defined in: physics/src/RigidBodyComponent.ts:334

Multiply gravity for this body: 1 is the scene’s gravity, 0 removes it, larger values fall faster. This is the per-body control a platformer needs for variable jump height and fast-fall, without moving scene gravity for every other body.

Callable before the component is added — the value is applied when the Rapier body is created.

number

void


setPosition(x, y): void

Defined in: physics/src/RigidBodyComponent.ts:418

Teleport to a position in pixels — no interpolation, no smoothing, for any body type. On a kinematic body, transform.setPosition() instead moves it there smoothly over one step.

number

number

void


setRotation(radians): void

Defined in: physics/src/RigidBodyComponent.ts:445

Teleport to a rotation in radians — no interpolation, no smoothing, for any body type. The rotation counterpart of setPosition.

number

void


setVelocity(velocity): void

Defined in: physics/src/RigidBodyComponent.ts:218

Set linear velocity in pixels/s.

Vec2Like

void


setVelocityX(vx): void

Defined in: physics/src/RigidBodyComponent.ts:231

Set only the X component of velocity (px/s), preserving Y.

number

void


setVelocityY(vy): void

Defined in: physics/src/RigidBodyComponent.ts:237

Set only the Y component of velocity (px/s), preserving X.

number

void


protected sibling<C>(cls): C

Defined in: core/dist/index.d.ts:2795

Lazy proxy-based sibling component resolution. Can be used at field-declaration time:

readonly anim = this.sibling(AnimatedSpriteComponent);

The actual resolution is deferred until first property access.

C extends Component

ComponentClass<C>

C

Component.sibling


optional update(dt): void

Defined in: core/dist/index.d.ts:2858

Called every frame by the built-in ComponentUpdateSystem.

number

Frame delta in seconds, scaled by scene and entity timeScale.

void

Component.update


protected use<T>(key): T

Defined in: core/dist/index.d.ts:2778

Resolve a service by key, cached after first lookup. Scene-scoped values (registered via scene._registerScoped) take precedence over engine scope. A key declared with scope: "scene" that falls back to engine scope emits a one-shot dev warning — almost always signals a missed beforeEnter hook.

T

ServiceKey<T>

T

Component.use


static fromSnapshot(data): RigidBodyComponent

Defined in: physics/src/RigidBodyComponent.ts:523

Create a RigidBodyComponent from a serialized snapshot.

RigidBodyData

RigidBodyComponent