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eulerjs API / @eulerjs/scene / PhysicsData

PhysicsData ​

Defined in: packages/scene/src/ScenePhysics.ts:14

What an object's userData.physics says about it: three.js's own convention, as its RapierPhysics, JoltPhysics and AmmoPhysics read it (mass and restitution), and a little more. A glTF node's extras arrive in userData, so a Blender custom property physics comes through as this.

Properties ​

PropertyTypeDescriptionDefined in
body?| Body | Body[]Written by ScenePhysics: the body made for the object, or for an InstancedMesh one for each instance.packages/scene/src/ScenePhysics.ts:29
collider?| ColliderShorthand | "mesh"What it collides as, in place of the shape chosen for it: a shape fitted around its meshes (see fitCollider), or 'mesh' for its triangles, which only a static or kinematic body can be.packages/scene/src/ScenePhysics.ts:27
friction?numberCoulomb friction coefficient. Defaults to 0.5.packages/scene/src/ScenePhysics.ts:20
mass?numberIn kg. 0 or none: the object doesn't move.packages/scene/src/ScenePhysics.ts:16
restitution?numberHow bouncy, usually from 0 to 1. Defaults to 0.packages/scene/src/ScenePhysics.ts:18
type?BodyTypeOverrides what mass makes it: 'kinematic' for an object moved by hand, say.packages/scene/src/ScenePhysics.ts:22

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