For the moment, Zephyrus engine only integrates BoxColliders2DComponents and BoxAABBComponents . A new physics system is under development, other collider components will arrive soon.
💡 By default, when you add a collider component to an actor, if it derives from ICollisionListener, it is automatically added to the list of listeners.
void SetActive(bool pActive);
Used to change the status of the collider. If it is inactive, it will not cause any collisions.
void SetIsQuerry(bool isQuerry);
Modifies the type of collision. If a collision is in Querry, it will call the listener's OnTriggerEnter(), OnTriggerStay(), OnTriggerEnd() functions and will not react in the event of physical contact.
bool GetIsQuerry();
Returns whether the collider is Query (true) or Physical (false).
AABB GetAABB();
Returns the collider's AABB.
Vector3D GetSize();
Returns the size of the collider.
bool GetIsActive() const;
Returns whether the collider is active or not.