@modoki/engine / index / RigidBody3D
Variable: RigidBody3D
constRigidBody3D:Trait<{angularDamping:number;avx:number;avy:number;avz:number;bodyType:BodyType3D;canSleep:boolean;ccd:boolean;fixedRotation:boolean;gravityScale:number;isSleeping:boolean;linearDamping:number;lockRotX:boolean;lockRotY:boolean;lockRotZ:boolean;lockTransX:boolean;lockTransY:boolean;lockTransZ:boolean;vx:number;vy:number;vz:number; }>
The motion half of a 3D physics entity (pair with Collider3D for a shape). Linear velocity is in world units/s, angular velocity in radians/s — both in the Three.js frame (right-handed, +Y up), the SAME space as Transform. Unlike the 2D side there is NO axis flip: ECS and Rapier3D are both right-handed Y-up, so the physics system only scales lengths by Physics3D.unitsPerMeter (default 1) and converts Transform's Euler rx/ry/rz ↔ Rapier's quaternion. The velocity fields are read-back each frame for dynamic bodies (runtimeOnly).