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CollisionContact

Collision contacts are used internally by Excalibur to resolve collision between colliders. This Pair prevents collisions from being evaluated more than one time

Index

Constructors

constructor

Properties

colliderA

colliderA: Collider

The first collider in the collision

colliderB

colliderB: Collider

The second collider in the collision

readonlyid

id: string

Currently the ids between colliders

info

info: SeparationInfo

Information about the specifics of the collision contact separation

localPoints

localPoints: Vector[]

Local space contact points between colliderA and colliderB

mtv

mtv: Vector

The minimum translation vector to resolve overlap, pointing away from colliderA

normal

normal: Vector

The collision normal, pointing away from colliderA

points

points: Vector[]

World space contact points between colliderA and colliderB

tangent

tangent: Vector

The collision tangent

Methods

publiccancel

  • cancel(): void
  • Returns void

publicisCanceled

  • isCanceled(): boolean
  • Returns boolean

publicmatchAwake

  • matchAwake(): void
  • Match contact awake state, except if body's are Fixed


    Returns void