Sandbox / type
PhysicsBody
Sandbox.PhysicsBody Overview
Declared type and relationship surface; behavioural intent is not inferred from the metadata alone.
PhysicsBody is a declared class in the pinned release metadata.
Exact identity & snapshot
Type relationships
Declarations owned by this type
- Sandbox.PhysicsBody..ctor(Sandbox.PhysicsWorld) constructor
- Sandbox.PhysicsBody.AddBoxShape(BBox,Rotation,System.Boolean) method
- Sandbox.PhysicsBody.AddBoxShape(Vector3,Rotation,Vector3,System.Boolean) method
- Sandbox.PhysicsBody.AddCapsuleShape(Vector3,Vector3,System.Single,System.Boolean) method
- Sandbox.PhysicsBody.AddCloneShape(Sandbox.PhysicsShape) method
- Sandbox.PhysicsBody.AddConeShape(Vector3,Rotation,System.Single,System.Single,System.Single,System.Int32) method
- Sandbox.PhysicsBody.AddConeShape(Vector3,Vector3,System.Single,System.Single,System.Int32) method
- Sandbox.PhysicsBody.AddCylinderShape(Vector3,Rotation,System.Single,System.Single,System.Int32) method
- Sandbox.PhysicsBody.AddHeightFieldShape(System.UInt16[],System.Byte[],System.Int32,System.Int32,System.Single,System.Single) method
- Sandbox.PhysicsBody.AddHullShape(Vector3,Rotation,System.Collections.Generic.List`1<Vector3>,System.Boolean) method
- Sandbox.PhysicsBody.AddHullShape(Vector3,Rotation,System.Span`1<Vector3>,System.Boolean) method
- Sandbox.PhysicsBody.AddMeshShape(System.Collections.Generic.List`1<Vector3>,System.Collections.Generic.List`1<System.Int32>) method
- Sandbox.PhysicsBody.AddMeshShape(System.Span`1<Vector3>,System.Span`1<System.Int32>) method
- Sandbox.PhysicsBody.AddPlaneShape(Vector3,Rotation,Vector2,System.Boolean) method
- Sandbox.PhysicsBody.AddShape(Sandbox.PhysicsGroupDescription.BodyPart.HullPart,Transform,System.Boolean) method
- Sandbox.PhysicsBody.AddShape(Sandbox.PhysicsGroupDescription.BodyPart.MeshPart,Transform,System.Boolean,System.Boolean) method
- Sandbox.PhysicsBody.AddSphereShape(Sandbox.Sphere,System.Boolean) method
- Sandbox.PhysicsBody.AddSphereShape(Vector3,System.Single,System.Boolean) method
- Sandbox.PhysicsBody.ApplyAngularImpulse(Vector3) method
- Sandbox.PhysicsBody.ApplyForce(Vector3) method
- Sandbox.PhysicsBody.ApplyForceAt(Vector3,Vector3) method
- Sandbox.PhysicsBody.ApplyImpulse(Vector3) method
- Sandbox.PhysicsBody.ApplyImpulseAt(Vector3,Vector3) method
- Sandbox.PhysicsBody.ApplyTorque(Vector3) method
- Sandbox.PhysicsBody.CheckOverlap(Sandbox.PhysicsBody) method
- Sandbox.PhysicsBody.CheckOverlap(Sandbox.PhysicsBody,Transform) method
- Sandbox.PhysicsBody.ClearForces() method
- Sandbox.PhysicsBody.ClearShapes() method
- Sandbox.PhysicsBody.ClearTorque() method
- Sandbox.PhysicsBody.ComputePenetration(Sandbox.PhysicsBody,Transform,out Vector3,out System.Single) method
- Sandbox.PhysicsBody.ComputePenetration(Sandbox.PhysicsBody,out Vector3,out System.Single) method
- Sandbox.PhysicsBody.Create(Sandbox.PhysicsWorld) method
- Sandbox.PhysicsBody.FindClosestPoint(Vector3) method
- Sandbox.PhysicsBody.GetBounds() method
- Sandbox.PhysicsBody.GetGameObject() method
- Sandbox.PhysicsBody.GetLerpedTransform(System.Double) method
- Sandbox.PhysicsBody.GetVelocityAtPoint(Vector3) method
- Sandbox.PhysicsBody.LocalPoint(Vector3) method
- Sandbox.PhysicsBody.MassCenterPoint() method
- Sandbox.PhysicsBody.Move(Transform,System.Single) method
- Sandbox.PhysicsBody.RebuildMass() method
- Sandbox.PhysicsBody.Remove() method
- Sandbox.PhysicsBody.ResetInertiaTensor() method
- Sandbox.PhysicsBody.SetComponentSource(Sandbox.Component) method
- Sandbox.PhysicsBody.SetInertiaTensor(Vector3,Rotation) method
- Sandbox.PhysicsBody.SmoothMove(Transform,System.Single,System.Single) method
- Sandbox.PhysicsBody.SmoothMove(Vector3,System.Single,System.Single) method
- Sandbox.PhysicsBody.SmoothRotate(Rotation,System.Single,System.Single) method
- Sandbox.PhysicsBody.WorldPoint(Vector3) method
- Sandbox.PhysicsBody.AngularDamping property
- Sandbox.PhysicsBody.AngularDrag property
- Sandbox.PhysicsBody.AngularVelocity property
- Sandbox.PhysicsBody.AutoSleep property
- Sandbox.PhysicsBody.BodyType property
- Sandbox.PhysicsBody.Component property
- Sandbox.PhysicsBody.Density property
- Sandbox.PhysicsBody.DragEnabled property
- Sandbox.PhysicsBody.EnableCollisionSounds property
- Sandbox.PhysicsBody.EnableSolidCollisions property
- Sandbox.PhysicsBody.EnableTouch property
- Sandbox.PhysicsBody.EnableTouchPersists property
- Sandbox.PhysicsBody.Enabled property
- Sandbox.PhysicsBody.EnhancedCcd property
- Sandbox.PhysicsBody.GameObject property
- Sandbox.PhysicsBody.GravityEnabled property
- Sandbox.PhysicsBody.GravityScale property
- Sandbox.PhysicsBody.GroupIndex property
- Sandbox.PhysicsBody.GroupName property
- Sandbox.PhysicsBody.Inertia property
- Sandbox.PhysicsBody.InertiaRotation property
- Sandbox.PhysicsBody.IsValid property
- Sandbox.PhysicsBody.LastWaterEffect property
- Sandbox.PhysicsBody.LinearDamping property
- Sandbox.PhysicsBody.LinearDrag property
- Sandbox.PhysicsBody.LocalMassCenter property
- Sandbox.PhysicsBody.Locking property
- Sandbox.PhysicsBody.Mass property
- Sandbox.PhysicsBody.MassCenter property
- Sandbox.PhysicsBody.MotionEnabled property
- Sandbox.PhysicsBody.OnIntersectionEnd property
- Sandbox.PhysicsBody.OnIntersectionStart property
- Sandbox.PhysicsBody.OnIntersectionUpdate property
- Sandbox.PhysicsBody.OverrideMassCenter property
- Sandbox.PhysicsBody.Parent property
- Sandbox.PhysicsBody.PhysicsGroup property
- Sandbox.PhysicsBody.Position property
- Sandbox.PhysicsBody.Rotation property
- Sandbox.PhysicsBody.Scale property
- Sandbox.PhysicsBody.SelfOrParent property
- Sandbox.PhysicsBody.ShapeCount property
- Sandbox.PhysicsBody.Shapes property
- Sandbox.PhysicsBody.SleepThreshold property
- Sandbox.PhysicsBody.Sleeping property
- Sandbox.PhysicsBody.SpeculativeContactEnabled property
- Sandbox.PhysicsBody.Surface property
- Sandbox.PhysicsBody.SurfaceMaterial property
- Sandbox.PhysicsBody.Transform property
- Sandbox.PhysicsBody.UseController property
- Sandbox.PhysicsBody.Velocity property
- Sandbox.PhysicsBody.World property
Inherited members
Direct inherited members are not expanded here because the pinned record does not establish a complete inheritance closure.
Flow
The diagram separates the declared inputs, operation and result. Connections describe the recorded relationship; they do not establish execution order or lifecycle behaviour.
Open this operation in the flow explorer →
Examples
No reviewed code example or workflow covers this declaration. Use the exact declaration and inputs/outputs flow as the available local teaching surface, then run a bounded installed-build probe before relying on behaviour. Open the exact declaration flow.
Constraints and pitfalls
- Execution context: game-or-shared-unknown
- A public declaration is not proof of sandbox allowlisting.
- No compile/runtime verification was run.
Prerequisites and limits
- Resolve the type identity in the pinned release before relying on its declaration.
Still unknown
- Installed-build callability, compile behaviour and runtime effects are not established by this snapshot.
declaration-and-sourcemetadata-and-source-only
Upstream documentation availability
Documentation text is not copied into this export because the release metadata redistribution licence is unresolved.
Evidence and verification
pinned metadata source correspondence unverified
- declaration: pinned-release-metadata
- implementation-source: engine/Sandbox.Engine/Systems/Physics/PhysicsBody.cs
Installed-build compile/runtime state: not run.
Related workflows
None selected.
Related diagrams
None selected.