| RigidBody Methods | 
The RigidBody type exposes the following members.
| Name | Description | |
|---|---|---|
| ApplyForce(Vector3) | 
            Apply force on the physical body, from its center.
              | |
| ApplyForce(Vector3, Vector3) | 
            Apply force on the physical body, from given position.
              | |
| ApplyImpulse(Vector3) | 
            Apply force on the physical body, from its center.
              | |
| ApplyImpulse(Vector3, Vector3) | 
            Apply impulse on the physical body, from given position.
              | |
| ApplyTorque | 
            Apply torque force on the body.
              | |
| CallCollisionEnd | 
            Called when this physical body stop colliding with another body.
              (Inherited from BasePhysicsComponent.) | |
| CallCollisionProcess | 
            Called while this physical body is colliding with another body.
              (Inherited from BasePhysicsComponent.) | |
| CallCollisionStart | 
            Called when this physical body start colliding with another body.
              (Inherited from BasePhysicsComponent.) | |
| ClearForces | 
            Clear all forces from the body.
              | |
| ClearVelocity | 
            Clear velocity from the body.
              | |
| Clone | 
            Clone this component.
              (Overrides BaseComponentClone.) | |
| CollisionEnd | 
            Called when this physical body stop colliding with another body.
              (Inherited from BaseComponent.) | |
| CollisionProcess | 
            Called while this physical body is colliding with another body.
              (Inherited from BaseComponent.) | |
| CollisionStart | 
            Called when this physical body start colliding with another body.
              (Inherited from BaseComponent.) | |
| CopyNodeWorldMatrix | 
            Force the scene node to calculate world transformations and copy them into the rigid body transformations.
            This will make the scene node world transform override the current physical body state.
              | |
| Destroy | 
            Destroy this component.
              (Inherited from BaseComponent.) | |
| Equals | Determines whether the specified object is equal to the current object.  (Inherited from Object.) | |
| FixedUpdate | 
            Just like Update(), but called every constant amount of time regardless of FPS and Vsync.
              (Inherited from BaseComponent.) | |
| GetHashCode | Serves as the default hash function.   (Inherited from Object.) | |
| GetImplementedFrameBasedEvents | 
            Get a list of frame-based events this component implements.
              (Inherited from BaseComponent.) | |
| GetType | Gets the Type of the current instance.  (Inherited from Object.) | |
| HasMethodImplemented | 
            Return if this component has a method implemented.
              (Inherited from BaseComponent.) | |
| Heartbeat | 
            An event that triggers every X miliseconds (defined per GameObject instance).
              (Inherited from BaseComponent.) | |
| RemoveFromParent | 
            Remove this component from parent.
              (Inherited from BaseComponent.) | |
| SendMessage | 
            Send message to this component.
              (Inherited from BaseComponent.) | |
| SetDamping | 
            Set damping.
              | |
| ToString | Returns a string that represents the current object.  (Inherited from Object.) | |
| Update | 
            Update this component (called every frame parent is active).
              (Inherited from BaseComponent.) |