Owning wrapper around btRigidBody; holds a shared Collider, mass, friction, and body type.
glm::quat GetRotation() const
glm::vec3 GetPosition() const
void EnableCcd(float motionThreshold, float sweptRadius)
void SetPosition(const glm::vec3 &pos)
Teleport the body (bypasses the solver — use sparingly on Dynamic bodies).
bool IsAddedToWorld() const
void SetRotation(const glm::quat &rot)
btRigidBody * GetBody()
Underlying Bullet body (borrowed, do not delete).
void ApplyImpulse(const vec3 &impulse)
void SetAddedToWorld(bool added)
Track whether this body is currently registered with a PhysicsManager.