creates a physics body with a given mass and type
physics body mode: dynamic or static
apply a force to the physics body
apply an impulse to the physics body
apply a torque to the physics body
used to notify the physics engine to update colliders if they have changed
notify physics engine about new physical properties, such as gravity
used to notify the physics engine when transform is directly modified
current angular velocity of object
bounce amount
whether to use a custom gravity value
damping amount
coefficient of friction
if custom gravity is enabled, the gravity to use
object mass
moment of inertia max speed of object
whether this body is currently in sync with the physics system
current linear velocity of object
owner entity
initialize the component. entity is already set.
release resources and clean up
forward to entity.transform
represents a physics body