Component
Physics
(NOTE) A collider controls how collision detection is performed for an object. A collider also gives mass properties to a RigidBody(via the material and volume). If there is no RigidBody associated with this collider then it is considered static. Note: colliders without RigidBodies should not be moved at run-time!
Properties
ActiveBody : rigidbody
read-only
The rigid body that "owns" this collider. This is the body that forces/impulses/etc... should be applied to.
var ActiveBody : RigidBody
CollisionGroup : collisiongroup
The collision group is a tag used to alter collision behavior based upon the space's CollisionTable.
var CollisionGroup : CollisionGroup
ContactCount : integer
read-only
The current number of contacts/collisions with this collider.
var ContactCount : Integer
Contacts : contactrange
read-only
A range of all contacts for this collider.
var Contacts : ContactRange
Ghost : boolean
Ghosted colliders do not resolve collision. They do still detect collisions and send events. Ghosted colliders are typically used for trigger regions.
var Ghost : Boolean
JointCount : integer
read-only
The number of joints attached to this collider.
var JointCount : Integer
Joints : jointrange
read-only
A range of all joints attached to this collider.
var Joints : JointRange
Material : physicsmaterial
The material used to determine the density, restitution, and friction of this collider.
var Material : PhysicsMaterial
Offset : real3
Moves the physics defined center of the object away from the transform's translation. Used to move physics to match a model.
var Offset : Real3
SendsEvents : boolean
Determines if this object will send collision events. Used mainly for increasing performance by not sending unnecessary collision events.
var SendsEvents : Boolean
WorldAabb : aabb
read-only
Returns the world-space axis aligned bounding box (Aabb) of this collider.
var WorldAabb : Aabb
WorldBoundingSphere : sphere
read-only
Returns the world-space bounding sphere of this collider.
var WorldBoundingSphere : Sphere
Methods
ComputeVolume : real
Compute the world-space volume of this collider. |Name|Type|Description| |---|---|---|
function ComputeVolume() : Real
GetPointVelocity : real3
Returns the point velocity of a world-space point with respect to the current rigid body's linear and angular velocity. If there is no rigid body this returns zero. |Name|Type|Description| |---|---|---| |worldPoint|real3| |
function GetPointVelocity(worldPoint : Real3) : Real3