The parent of the physics-enabled object
The position of the physics-enabled object
The rotation of the physics-enabled object
The rotation of the physics-enabled object
The scale of the physics-enabled object
Computes the world matrix
Specifies if the world matrix should be computed by force
A world matrix
Gets the absolute pivot point from the mesh
the absolute pivot point
Gets the absolute position from the mesh
the absolute position
The bounding info of the physics-enabled object
The bounding info of the physics-enabled object
Gets the child meshes
Specifies if only direct-descendants should be obtained
An array of abstract meshes
Gets the class name of the mesh
The class name
Gets the indices from the mesh
A nullable array of index arrays
Gets the scene from the mesh
the indices array or null
Gets the vertex data
The type of vertex data
A nullable array of numbers, or a float32 array
Gets the world matrix
A world matrix
Rotates the mesh
The axis of rotation
The amount of rotation
The space of the rotation
The rotation transform node
Sets the absolute position of the mesh
The absolute position of the mesh
The transform node
Translates the mesh
The axis of translation
The distance of translation
The space of the translation
The transform node
Generated using TypeDoc
Interface for a physics-enabled object
https://doc.babylonjs.com/how_to/using_the_physics_engine