Adds a constant directional force without affecting rotation.
This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code].
Adds a constant force (i.e. acceleration).
Adds a constant rotational force (i.e. a motor) without affecting position.
Applies a single directional impulse without affecting rotation.
This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code].
Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to the object's origin.
Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the passed in vector.
Impulse created by the contact. Only implemented for Bullet physics.
The angular velocity of the body.
The inverse of the inertia of the body.
The inverse of the mass of the body.
The linear velocity of the body.
[code]true[/code] if this body is currently sleeping (not active).
The timestep (delta) used for the simulation.
The rate at which the body stops rotating, if there are not any other forces moving it.
The total gravity vector being currently applied to this body.
The rate at which the body stops moving, if there are not any other forces moving it.
The transformation matrix of the body.