The position of the body’s center of mass relative to its local coordinate origin.
- iOS 12.0+
- macOS 10.14+
- Mac Catalyst 13.0+
- tvOS 12.0+
- watchOS 5.0+
The results of physics interactions with a body depend on its center of mass. For example, a collision close to or in line with the center of mass tends to move the whole body (that is, it adds linear velocity), but a collision not aligned with the center of mass tends to cause the body to rotate or topple (that is, it adds angular velocity).
When this property’s value is the vector
(0, 0, 0) (the default), SceneKit simulates interactions with the assumption that the body’s center of mass is at the origin of its local coordinate space (the
simd of the node owning the physics body).
Change this value when you want to introduce a difference between the object's geometric center and its center of mass. For example:
To simulate a body with uneven distribution of mass, such as a hammer with a long handle and heavy head.
To use a point other than the center of mass for positioning the object in the scene, such as the point where the object rests on a surface.