Optional
activeOptional
argsArguments to pass to the collider
Optional
childrenOptional
collisionThe bit mask configuring the groups and mask for collision handling.
Optional
contactThe contact skin of the collider.
The contact skin acts as if the collider was enlarged with a skin of width contactSkin around it, keeping objects further apart when colliding.
A non-zero contact skin can increase performance, and in some cases, stability. However it creates a small gap between colliding object (equal to the sum of their skin). If the skin is sufficiently small, this might not be visually significant or can be hidden by the rendering assets.
0
Optional
densitySets the uniform density of this collider. If this is set, other mass-properties like the angular inertia tensor are computed automatically from the collider's shape. Cannot be used at the same time as the mass or massProperties values. More info https://rapier.rs/docs/user_guides/javascript/colliders#mass-properties
Optional
frictionFriction is a force that opposes the relative tangential motion between two rigid-bodies with colliders in contact. A friction coefficient of 0 implies no friction at all (completely sliding contact) and a coefficient greater or equal to 1 implies a very strong friction. Values greater than 1 are allowed.
Optional
frictionWhat happens when two bodies meet. See https://rapier.rs/docs/user_guides/javascript/colliders#friction.
Optional
massThe mass of this collider. Generally, it's not recommended to adjust the mass properties as it could lead to unexpected behaviors. Cannot be used at the same time as the density or massProperties values. More info https://rapier.rs/docs/user_guides/javascript/colliders#mass-properties
Optional
massThe mass properties of this rigid body. Cannot be used at the same time as the density or mass values.
Optional
nameThe optional name passed to THREE's Object3D
Optional
onCallback when this collider collideas with another collider.
Optional
onCallback when this collider stops colliding with another collider.
Optional
onCallback when this, or another collider triggers a contact force event
Optional
onCallback when this collider, or another collider starts intersecting, and at least one of them is a sensor
.
Optional
onCallback when this, or another collider stops intersecting, and at least one of them is a sensor
.
Optional
positionThe position of this collider relative to the rigid body
Optional
principalPrincipal angular inertia of this rigid body
Optional
quaternionThe rotation, as a Quaternion, of this collider relative to the rigid body
Optional
restitutionRestitution controls how elastic (aka. bouncy) a contact is. Le elasticity of a contact is controlled by the restitution coefficient
Optional
restitutionWhat happens when two bodies meet. See https://rapier.rs/docs/user_guides/javascript/colliders#friction.
Optional
rotationThe rotation of this collider relative to the rigid body
Optional
scaleThe scale of this collider relative to the rigid body
Optional
sensorSets whether or not this collider is a sensor.
Optional
shapeThe shape of your collider
Optional
solverThe bit mask configuring the groups and mask for solver handling.
Generated using TypeDoc
The collision types active for this collider.
Use
ActiveCollisionTypes
to specify which collision types should be active for this collider.See