Return a reference to the body associated with this collider
The also known as coefficient of restitution of this actor, represents the amount of energy preserved after collision or the bounciness. If 1, it is 100% bouncy, 0 it completely absorbs.
The coefficient of friction on this actor
Gets or sets the current collision group for the collider, colliders with like collision groups do not collide. By default, the collider will collide with all groups.
The current moment of inertia, moment of inertia can be thought of as the resistance to rotation.
The current mass of the actor, mass can be thought of as the resistance to acceleration.
Gets or sets the current collision type of this collider. By default it is (CollisionType.PreventCollision).
Is this collider active, if false it wont collide
Returns the collider's BoundingBox calculated for this instant in world space. If there is no shape, a point bounding box is returned
The center of the collider in world space
Get the unique id of the collider
Returns the collider's BoundingBox relative to the body's position. If there is no shape, a point bounding box is returned
Set the shape of the collider as a CollisionShape, if useShapeInertia is set the collider will use inertia from the shape.
Set the shape of the collider as a CollisionShape, if useShapeInertia is set the collider will use inertia from the shape.
Returns a clone of the current collider, not associated with any body
Collide 2 colliders and product a collision contact if there is a collision, null if none
Collision vector is in the direction of the other collider. Away from this collider, this -> other.
Updates the collision shapes geometry and internal caches if needed
Collider describes material properties like shape, bounds, friction of the physics object. Only one collider can be associated with a body at a time