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    Interface Collider

    A single oriented box in the collision world. Props decompose into several of these, one per box of their collision proxy

    interface Collider {
        cell: MapCell;
        maxX: number;
        maxY: number;
        maxZ: number;
        minX: number;
        minY: number;
        minZ: number;
        origin: Position;
        rot: Mat3;
        ry: number;
        shortName: string;
        type: ColliderType;
    }
    Index

    Properties

    cell: MapCell

    The map cell that placed the box

    maxX: number

    The box's local maximum corner

    maxY: number
    maxZ: number
    minX: number

    The box's local minimum corner

    minY: number
    minZ: number
    origin: Position

    The centre of the cell the box belongs to, which its local space is relative to

    rot: Mat3

    The box's rotation, from local space into world space

    ry: number

    The cell's quarter-turn rotation around Y, which ladders match the player's facing against

    shortName: string

    The mesh's short name, e.g. jump-pad

    What kind of collision this box provides