@modoki/engine / index / Collider2D
Variable: Collider2D
constCollider2D:Trait<{collisionGroups:number;collisionMask:number;density:number;friction:number;halfH:number;halfW:number;isSensor:boolean;physicsLayer:string;points:string;radius:number;restitution:number;shape:ColliderShape2D; }>
The shape/material half of a 2D physics entity. REQUIRES a RigidBody2D on the same entity OR a rigidbody ancestor (then adopted as a compound collider). A lone Collider2D with neither creates no Rapier collider and fires no events (the physics system warns once); for a static wall/sensor pair it with RigidBody2D({ bodyType: 'static' }). Dimensions are in WORLD UNITS (same space as Transform/Renderable2D), converted to Rapier meters via Physics2D.pixelsPerMeter. Collider dims do NOT currently scale with Transform.scale (Phase 1) — size the collider directly.
collisionGroups/collisionMask are 16-bit membership/filter bitmasks: two colliders interact only if each one's group is in the other's mask.