Class BaseCollider
Inheritance
Namespace: Motphys.Rigidbody
Assembly: solution.dll
Syntax
public abstract class BaseCollider : MonoBehaviour
Properties
attachedRigidbody
Declaration
public Rigidbody3D attachedRigidbody { get; }
Property Value
Type | Description |
---|---|
Rigidbody3D | The rigidbody this collider attached. |
collisionMask
Declaration
public CollisionMask collisionMask { get; }
Property Value
Type | Description |
---|---|
CollisionMask | The collision mask of the collider. |
contactOffset
Declaration
public float contactOffset { get; set; }
Property Value
Type | Description |
---|---|
System.Single | The speculative margin of the collider. Used to control how far of the distance between two colliders will be considered a collision. |
Exceptions
Type | Condition |
---|---|
System.ArgumentException | separationOffset must be less than contactOffset |
isTrigger
Declaration
public bool isTrigger { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean | Whether the collider is a trigger. |
material
Declaration
public PhysicMaterial material { get; set; }
Property Value
Type | Description |
---|---|
PhysicMaterial | The physic material used by the collider. If material is shared by colliders, it will duplicate the material and assign it to the collider. |
separationOffset
Declaration
public float separationOffset { get; set; }
Property Value
Type | Description |
---|---|
System.Single | The actual separation bound offset of the collider. |
Exceptions
Type | Condition |
---|---|
System.ArgumentException | separationOffset must be less than contactOffset |
shapeRotation
Declaration
public Quaternion shapeRotation { get; set; }
Property Value
Type | Description |
---|---|
Quaternion | The collider shape's local rotation in gameObject's local space |
shapeToWorldMatrix
Declaration
public Matrix4x4 shapeToWorldMatrix { get; }
Property Value
Type | Description |
---|---|
Matrix4x4 | The matrix that transforms a point from collider shape's local space to world space. Node: In renderer,if you have a parent transform with scale and a child that is arbitrarily rotated, it's scale will be skewed. However in physics world, we should keep the shape rigid and it should not be skewed. |
shapeTranslation
Declaration
public Vector3 shapeTranslation { get; set; }
Property Value
Type | Description |
---|---|
Vector3 | The collider shape's translation in gameObject's local space |
sharedMaterial
Declaration
public PhysicMaterial sharedMaterial { get; set; }
Property Value
Type | Description |
---|---|
PhysicMaterial | shared material may be shared by multiple colliders. If we changed the property of the shared material, all related colliders will be affected. Use |
See Also
supportDynamicScale
Declaration
public bool supportDynamicScale { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean | Whether automatically update shape size when transform scale changed. Has little performance impact. Enable it only when you really need it. |
Methods
Update()
Declaration
protected void Update()
Events
onCollisionEnter
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. This event is only raised when the collider's trigger option is off.
Declaration
public event Action<Collision> onCollisionEnter
Event Type
Type | Description |
---|---|
System.Action<Collision> |
onCollisionExit
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. This event is only raised when the collider's trigger option is off.
Declaration
public event Action<Collision> onCollisionExit
Event Type
Type | Description |
---|---|
System.Action<Collision> |
onCollisionStay
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. This event is only raised when the collider's trigger option is off.
Declaration
public event Action<Collision> onCollisionStay
Event Type
Type | Description |
---|---|
System.Action<Collision> |
onTriggerEnter
OnTriggerEnter is called when the Collider other enters the trigger. This event is only raised when the collider's trigger option is on.
Declaration
public event Action<BaseCollider> onTriggerEnter
Event Type
Type | Description |
---|---|
System.Action<BaseCollider> |
onTriggerExit
OnTriggerExit is called when the Collider other has stopped touching the trigger. This event is only raised when the collider's trigger option is on.
Declaration
public event Action<BaseCollider> onTriggerExit
Event Type
Type | Description |
---|---|
System.Action<BaseCollider> |
onTriggerStay
OnTriggerStay is called once per frame for every Collider other that is touching the trigger. This event is only raised when the collider's trigger option is on.
Declaration
public event Action<BaseCollider> onTriggerStay
Event Type
Type | Description |
---|---|
System.Action<BaseCollider> |