Interface
Direction to move shape 2 out of collision along the shortest path (in world space).
The vector is non-normalized. You can use axis.normalize()
to get the contact normal.
Penetration depth (move shape 2 by this distance to resolve the collision). If
CollideShapeSettings.maxSeparationDistance > 0, this number can be negative to
indicate that the objects are separated by -depth
. The contact points are the closest
points in that case.
Entity that the cast has detected.
This is the fraction where the shape hit the other shape:
CenterOfMassOnHit = Start + value * (End - Start)
Contact normal will be included only if the query options requested to calculate contact
normal. Otherwise it will be null
(default).
Contact point on the surface of shape 1 (in world space or relative to base offset).
Contact point on the surface of shape 2 (in world space or relative to base offset). If the
penetration depth is 0, this will be the same as point1
.