Rigidbodies are stored and managed by the CollisionResolver. Each actor also stores the rigidbody associated with it when the component is added. This can be retrieved using the actor.GetRigidbody() function;
void AddImpulse(Vector3D pImpulse);
Adds a pulse to the object's velocity.
void SetVelocity(Vector3D pVelocity);
Used to modify the mVelocity variable. The object's velocity will therefore be set to pVelocity.
void SetMass(float pMass);
Used to modify the weight of the rigidbody.
void SetFriction(float pFriction);
Modifies the friction of the rigidbody.
void SetUseGravity(bool pUseGravity);
Changes whether gravity affects the rigidbody.
void SetGravity(float pGravity);
Changes the gravity value applied to the rigidbody.
void SetBounciness(float bounce);
Used to modify the bounciness value of the rigidbody.
void SetIsStatic(bool isStatic);
Allows you to change the state of the rigidbody (static or not)
Vector3D GetVelocity() const;
Returns the velocity.
float GetMass() const;
Returns the mass.
bool GetIsGrounded() const;
Returns whether the object is on the ground or not.
float GetBounciness() const;
Returns the bounciness value of the rigidbody.
bool IsStatic() const;
Returns the state of the rigidbody (static or not).