Info about a collision between two 2D physics colliders. More...
Public Attributes | |
ContactPointIterator2D | ContactPoints |
Data about the contact points of the collision. More... | |
Properties | |
FPVector2? | ContactNormal [get] |
The contact normal, from the Entity perspective. More... | |
EntityRef? | Entity [get] |
The main entity involved in the collision. More... | |
UInt16? | EntityShapeUserTag [get] |
The Shape2D.UserTag of the entity's shape involved in the collision. More... | |
Boolean | IgnoreCollision [get, set] |
If the collision should be ignored by the physics engine. More... | |
bool | IsStatic [get] |
If the Entity is touching a static collider. If so, Other has an EntityRef.None value and the static collider data can be accessed through StaticData. More... | |
EntityRef? | Other [get] |
The other entity involved in the collision if the Entity is NOT colliding with a static (check IsStatic). More... | |
UInt16?? | OtherShapeUserTag [get] |
The Shape2D.UserTag of the other entity's shape involved in the collision. Returns default value if the this is a static collision. More... | |
FP | Penetration [get] |
The collision penetration in the ContactNormal direction. More... | |
StaticColliderData | StaticData [get] |
The StaticColliderData of the static collider if the Entity is colliding with a static (check IsStatic). More... | |
Info about a collision between two 2D physics colliders.
The info is taken from the perspective of the entity that has subscribed to the callback with PhysicsEngine2D.SetCallbacks.
If both entities involved in a collision have subscribed to this collision type callback, it will be called twice, each time carrying information from the perspective of one of the entities.
See CollisionInfo3D for 3D collisions and TriggerInfo2D for 2D trigger collisions.
ContactPointIterator2D Quantum.CollisionInfo2D.ContactPoints |
Data about the contact points of the collision.
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getset |
If the collision should be ignored by the physics engine.
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The contact normal, from the Entity perspective.
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The collision penetration in the ContactNormal direction.
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If the Entity is touching a static collider. If so, Other has an EntityRef.None value and the static collider data can be accessed through StaticData.
if (info.IsStatic) { var otherStaticData = info.StaticData; } else { var otherEntity = info.Other; }
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The main entity involved in the collision.
The info is taken from the perspective of this entity, which has subscribed to the callback with PhysicsEngine2D.SetCallbacks.
If both entities involved in a collision have subscribed to this collision type callback, it will be called twice, each time carrying information from the perspective of one of the entities.
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get |
The Shape2D.UserTag of the entity's shape involved in the collision.
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The other entity involved in the collision if the Entity is NOT colliding with a static (check IsStatic).
If the Entity is colliding with a static, Other has EntityRef.None value.
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The Shape2D.UserTag of the other entity's shape involved in the collision. Returns default value if the this is a static collision.
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The StaticColliderData of the static collider if the Entity is colliding with a static (check IsStatic).