pub struct ColliderBuilder {Show 17 fields
pub shape: SharedShape,
pub mass_properties: ColliderMassProps,
pub friction: f32,
pub friction_combine_rule: CoefficientCombineRule,
pub restitution: f32,
pub restitution_combine_rule: CoefficientCombineRule,
pub position: Isometry<f32>,
pub is_sensor: bool,
pub active_collision_types: ActiveCollisionTypes,
pub active_hooks: ActiveHooks,
pub active_events: ActiveEvents,
pub user_data: u128,
pub collision_groups: InteractionGroups,
pub solver_groups: InteractionGroups,
pub enabled: bool,
pub contact_force_event_threshold: f32,
pub contact_skin: f32,
}Expand description
A builder for creating colliders with custom shapes and properties.
This builder lets you create collision shapes and configure their physical properties (friction, bounciness, density, etc.) before adding them to your world.
§Common shapes
ball(radius)- Sphere (3D) or circle (2D)cuboid(hx, hy, hz)- Box with half-extentscapsule_y(half_height, radius)- Pill shape (great for characters)trimesh(vertices, indices)- Triangle mesh for complex geometryheightfield(...)- Terrain from height data
§Example
// Create a bouncy ball
let collider = ColliderBuilder::ball(0.5)
.restitution(0.9) // Very bouncy
.friction(0.1) // Low friction (slippery)
.density(2.0); // Heavy material
colliders.insert_with_parent(collider, body_handle, &mut bodies);Fields§
§shape: SharedShapeThe shape of the collider to be built.
mass_properties: ColliderMassPropsControls the way the collider’s mass-properties are computed.
friction: f32The friction coefficient of the collider to be built.
friction_combine_rule: CoefficientCombineRuleThe rule used to combine two friction coefficients.
restitution: f32The restitution coefficient of the collider to be built.
restitution_combine_rule: CoefficientCombineRuleThe rule used to combine two restitution coefficients.
position: Isometry<f32>The position of this collider.
is_sensor: boolIs this collider a sensor?
active_collision_types: ActiveCollisionTypesContact pairs enabled for this collider.
active_hooks: ActiveHooksPhysics hooks enabled for this collider.
active_events: ActiveEventsEvents enabled for this collider.
user_data: u128The user-data of the collider being built.
collision_groups: InteractionGroupsThe collision groups for the collider being built.
solver_groups: InteractionGroupsThe solver groups for the collider being built.
enabled: boolWill the collider being built be enabled?
contact_force_event_threshold: f32The total force magnitude beyond which a contact force event can be emitted.
contact_skin: f32An extra thickness around the collider shape to keep them further apart when colliding.
Implementations§
Source§impl ColliderBuilder
impl ColliderBuilder
Sourcepub fn new(shape: SharedShape) -> Self
pub fn new(shape: SharedShape) -> Self
Initialize a new collider builder with the given shape.
Sourcepub fn compound(shapes: Vec<(Isometry<f32>, SharedShape)>) -> Self
pub fn compound(shapes: Vec<(Isometry<f32>, SharedShape)>) -> Self
Initialize a new collider builder with a compound shape.
Sourcepub fn ball(radius: f32) -> Self
pub fn ball(radius: f32) -> Self
Creates a sphere (3D) or circle (2D) collider.
The simplest and fastest collision shape. Use for:
- Balls and spheres
- Approximate round objects
- Projectiles
- Particles
§Parameters
radius- The sphere’s radius
Sourcepub fn halfspace(outward_normal: Unit<Vector<f32>>) -> Self
pub fn halfspace(outward_normal: Unit<Vector<f32>>) -> Self
Initialize a new collider build with a half-space shape defined by the outward normal of its planar boundary.
Sourcepub fn voxels(voxel_size: Vector<f32>, voxels: &[Point<i32>]) -> Self
pub fn voxels(voxel_size: Vector<f32>, voxels: &[Point<i32>]) -> Self
Initializes a shape made of voxels.
Each voxel has the size voxel_size and grid coordinate given by voxels.
The primitive_geometry controls the behavior of collision detection at voxels boundaries.
For initializing a voxels shape from points in space, see Self::voxels_from_points.
For initializing a voxels shape from a mesh to voxelize, see Self::voxelized_mesh.
Sourcepub fn voxels_from_points(
voxel_size: Vector<f32>,
points: &[Point<f32>],
) -> Self
pub fn voxels_from_points( voxel_size: Vector<f32>, points: &[Point<f32>], ) -> Self
Initializes a collider made of voxels.
Each voxel has the size voxel_size and contains at least one point from centers.
The primitive_geometry controls the behavior of collision detection at voxels boundaries.
Sourcepub fn voxelized_mesh(
vertices: &[Point<f32>],
indices: &[[u32; 2]],
voxel_size: f32,
fill_mode: FillMode,
) -> Self
pub fn voxelized_mesh( vertices: &[Point<f32>], indices: &[[u32; 2]], voxel_size: f32, fill_mode: FillMode, ) -> Self
Initializes a voxels obtained from the decomposition of the given trimesh (in 3D) or polyline (in 2D) into voxelized convex parts.
Sourcepub fn cuboid(hx: f32, hy: f32) -> Self
pub fn cuboid(hx: f32, hy: f32) -> Self
Initialize a new collider builder with a cuboid shape defined by its half-extents.
Sourcepub fn round_cuboid(hx: f32, hy: f32, border_radius: f32) -> Self
pub fn round_cuboid(hx: f32, hy: f32, border_radius: f32) -> Self
Initialize a new collider builder with a round cuboid shape defined by its half-extents and border radius.
Sourcepub fn capsule_from_endpoints(a: Point<f32>, b: Point<f32>, radius: f32) -> Self
pub fn capsule_from_endpoints(a: Point<f32>, b: Point<f32>, radius: f32) -> Self
Initialize a new collider builder with a capsule defined from its endpoints.
See also ColliderBuilder::capsule_x, ColliderBuilder::capsule_y,
(and ColliderBuilder::capsule_z in 3D only)
for a simpler way to build capsules with common
orientations.
Sourcepub fn capsule_x(half_height: f32, radius: f32) -> Self
pub fn capsule_x(half_height: f32, radius: f32) -> Self
Initialize a new collider builder with a capsule shape aligned with the x axis.
Sourcepub fn capsule_y(half_height: f32, radius: f32) -> Self
pub fn capsule_y(half_height: f32, radius: f32) -> Self
Creates a capsule (pill-shaped) collider aligned with the Y axis.
Capsules are cylinders with hemispherical caps. Excellent for characters because:
- Smooth collision (no getting stuck on edges)
- Good for upright objects (characters, trees)
- Fast collision detection
§Parameters
half_height- Half the height of the cylindrical part (not including caps)radius- Radius of the cylinder and caps
Example: capsule_y(1.0, 0.5) creates a 3.0 tall capsule (1.0×2 cylinder + 0.5×2 caps)
Sourcepub fn segment(a: Point<f32>, b: Point<f32>) -> Self
pub fn segment(a: Point<f32>, b: Point<f32>) -> Self
Creates a line segment collider between two points.
Useful for thin barriers, edges, or 2D line-based collision. Has no thickness - purely a mathematical line.
Sourcepub fn triangle(a: Point<f32>, b: Point<f32>, c: Point<f32>) -> Self
pub fn triangle(a: Point<f32>, b: Point<f32>, c: Point<f32>) -> Self
Creates a single triangle collider.
Use for simple 3-sided shapes or as building blocks for more complex geometry.
Sourcepub fn round_triangle(
a: Point<f32>,
b: Point<f32>,
c: Point<f32>,
border_radius: f32,
) -> Self
pub fn round_triangle( a: Point<f32>, b: Point<f32>, c: Point<f32>, border_radius: f32, ) -> Self
Initializes a collider builder with a triangle shape with round corners.
Sourcepub fn polyline(
vertices: Vec<Point<f32>>,
indices: Option<Vec<[u32; 2]>>,
) -> Self
pub fn polyline( vertices: Vec<Point<f32>>, indices: Option<Vec<[u32; 2]>>, ) -> Self
Initializes a collider builder with a polyline shape defined by its vertex and index buffers.
Sourcepub fn trimesh(
vertices: Vec<Point<f32>>,
indices: Vec<[u32; 3]>,
) -> Result<Self, TriMeshBuilderError>
pub fn trimesh( vertices: Vec<Point<f32>>, indices: Vec<[u32; 3]>, ) -> Result<Self, TriMeshBuilderError>
Creates a triangle mesh collider from vertices and triangle indices.
Use for complex, arbitrary shapes like:
- Level geometry and terrain
- Imported 3D models
- Custom irregular shapes
Performance note: Triangle meshes are slower than primitive shapes (balls, boxes, capsules). Consider using compound shapes or simpler approximations when possible.
§Parameters
vertices- Array of 3D pointsindices- Array of triangles, each is 3 indices into the vertex array
§Example
use rapier3d::prelude::*;
use nalgebra::Point3;
let vertices = vec![
Point3::new(0.0, 0.0, 0.0),
Point3::new(1.0, 0.0, 0.0),
Point3::new(0.0, 1.0, 0.0),
];
let triangle: [u32; 3] = [0, 1, 2];
let indices = vec![triangle]; // One triangle
let collider = ColliderBuilder::trimesh(vertices, indices)?;Sourcepub fn trimesh_with_flags(
vertices: Vec<Point<f32>>,
indices: Vec<[u32; 3]>,
flags: TriMeshFlags,
) -> Result<Self, TriMeshBuilderError>
pub fn trimesh_with_flags( vertices: Vec<Point<f32>>, indices: Vec<[u32; 3]>, flags: TriMeshFlags, ) -> Result<Self, TriMeshBuilderError>
Initializes a collider builder with a triangle mesh shape defined by its vertex and index buffers and flags controlling its pre-processing.
Sourcepub fn converted_trimesh(
vertices: Vec<Point<f32>>,
indices: Vec<[u32; 3]>,
converter: MeshConverter,
) -> Result<Self, MeshConverterError>
pub fn converted_trimesh( vertices: Vec<Point<f32>>, indices: Vec<[u32; 3]>, converter: MeshConverter, ) -> Result<Self, MeshConverterError>
Initializes a collider builder with a shape converted from the given triangle mesh index and vertex buffer.
All the conversion variants could be achieved with other constructors of ColliderBuilder
but having this specified by an enum can occasionally be easier or more flexible (determined
at runtime).
Sourcepub fn convex_decomposition(
vertices: &[Point<f32>],
indices: &[[u32; 2]],
) -> Self
pub fn convex_decomposition( vertices: &[Point<f32>], indices: &[[u32; 2]], ) -> Self
Creates a compound collider by decomposing a mesh/polyline into convex pieces.
Concave shapes (like an ‘L’ or ‘C’) are automatically broken into multiple convex parts for efficient collision detection. This is often faster than using a trimesh.
Uses the V-HACD algorithm. Good for imported models that aren’t already convex.
Sourcepub fn round_convex_decomposition(
vertices: &[Point<f32>],
indices: &[[u32; 2]],
border_radius: f32,
) -> Self
pub fn round_convex_decomposition( vertices: &[Point<f32>], indices: &[[u32; 2]], border_radius: f32, ) -> Self
Initializes a collider builder with a compound shape obtained from the decomposition of the given trimesh (in 3D) or polyline (in 2D) into convex parts dilated with round corners.
Sourcepub fn convex_decomposition_with_params(
vertices: &[Point<f32>],
indices: &[[u32; 2]],
params: &VHACDParameters,
) -> Self
pub fn convex_decomposition_with_params( vertices: &[Point<f32>], indices: &[[u32; 2]], params: &VHACDParameters, ) -> Self
Initializes a collider builder with a compound shape obtained from the decomposition of the given trimesh (in 3D) or polyline (in 2D) into convex parts.
Sourcepub fn round_convex_decomposition_with_params(
vertices: &[Point<f32>],
indices: &[[u32; 2]],
params: &VHACDParameters,
border_radius: f32,
) -> Self
pub fn round_convex_decomposition_with_params( vertices: &[Point<f32>], indices: &[[u32; 2]], params: &VHACDParameters, border_radius: f32, ) -> Self
Initializes a collider builder with a compound shape obtained from the decomposition of the given trimesh (in 3D) or polyline (in 2D) into convex parts dilated with round corners.
Sourcepub fn convex_hull(points: &[Point<f32>]) -> Option<Self>
pub fn convex_hull(points: &[Point<f32>]) -> Option<Self>
Creates the smallest convex shape that contains all the given points.
Computes the “shrink-wrap” around a point cloud. Useful for:
- Creating collision shapes from vertex data
- Approximating complex shapes with a simpler convex one
Returns None if the points don’t form a valid convex shape.
Performance: Convex shapes are much faster than triangle meshes!
Sourcepub fn round_convex_hull(
points: &[Point<f32>],
border_radius: f32,
) -> Option<Self>
pub fn round_convex_hull( points: &[Point<f32>], border_radius: f32, ) -> Option<Self>
Initializes a new collider builder with a round 2D convex polygon or 3D convex polyhedron
obtained after computing the convex-hull of the given points. The shape is dilated
by a sphere of radius border_radius.
Sourcepub fn convex_polyline(points: Vec<Point<f32>>) -> Option<Self>
pub fn convex_polyline(points: Vec<Point<f32>>) -> Option<Self>
Creates a new collider builder that is a convex polygon formed by the given polyline assumed to be convex (no convex-hull will be automatically computed).
Sourcepub fn round_convex_polyline(
points: Vec<Point<f32>>,
border_radius: f32,
) -> Option<Self>
pub fn round_convex_polyline( points: Vec<Point<f32>>, border_radius: f32, ) -> Option<Self>
Creates a new collider builder that is a round convex polygon formed by the
given polyline assumed to be convex (no convex-hull will be automatically
computed). The polygon shape is dilated by a sphere of radius border_radius.
Sourcepub fn heightfield(heights: DVector<f32>, scale: Vector<f32>) -> Self
pub fn heightfield(heights: DVector<f32>, scale: Vector<f32>) -> Self
Initializes a collider builder with a heightfield shape defined by its set of height and a scale factor along each coordinate axis.
Sourcepub fn default_friction() -> f32
pub fn default_friction() -> f32
Returns the default friction value used when not specified (0.5).
Sourcepub fn default_density() -> f32
pub fn default_density() -> f32
Returns the default density value used when not specified (1.0).
Sourcepub fn collision_groups(self, groups: InteractionGroups) -> Self
pub fn collision_groups(self, groups: InteractionGroups) -> Self
Sets which collision groups this collider belongs to and can interact with.
Use this to control what can collide with what (like collision layers).
See InteractionGroups for examples.
§Example
// Player bullet: in group 1, only hits group 2 (enemies)
let groups = InteractionGroups::new(Group::GROUP_1, Group::GROUP_2);
let bullet = ColliderBuilder::ball(0.1)
.collision_groups(groups)
.build();Sourcepub fn solver_groups(self, groups: InteractionGroups) -> Self
pub fn solver_groups(self, groups: InteractionGroups) -> Self
Sets solver groups (advanced collision filtering for contact resolution).
Similar to collision_groups but specifically for the contact solver.
Most users should use collision_groups() instead - this is for advanced scenarios
where you want collisions detected but not resolved (e.g., one-way platforms).
Sourcepub fn sensor(self, is_sensor: bool) -> Self
pub fn sensor(self, is_sensor: bool) -> Self
Makes this collider a sensor (trigger zone) instead of a solid collision shape.
Sensors detect overlaps but don’t create physical collisions. Use for:
- Trigger zones (checkpoints, danger areas)
- Collectible item detection
- Proximity sensors
- Win/lose conditions
You’ll receive collision events when objects enter/exit the sensor.
§Example
let trigger = ColliderBuilder::cuboid(5.0, 5.0, 5.0)
.sensor(true)
.build();Sourcepub fn active_hooks(self, active_hooks: ActiveHooks) -> Self
pub fn active_hooks(self, active_hooks: ActiveHooks) -> Self
Enables custom physics hooks for this collider (advanced).
See ActiveHooks for details on custom collision filtering.
Sourcepub fn active_events(self, active_events: ActiveEvents) -> Self
pub fn active_events(self, active_events: ActiveEvents) -> Self
Enables event generation for this collider.
Set to ActiveEvents::COLLISION_EVENTS for start/stop notifications.
Set to ActiveEvents::CONTACT_FORCE_EVENTS for force threshold events.
§Example
let sensor = ColliderBuilder::ball(1.0)
.sensor(true)
.active_events(ActiveEvents::COLLISION_EVENTS)
.build();Sourcepub fn active_collision_types(
self,
active_collision_types: ActiveCollisionTypes,
) -> Self
pub fn active_collision_types( self, active_collision_types: ActiveCollisionTypes, ) -> Self
Sets which body type combinations can collide with this collider.
See ActiveCollisionTypes for details. Most users don’t need to change this.
Sourcepub fn friction(self, friction: f32) -> Self
pub fn friction(self, friction: f32) -> Self
Sets the friction coefficient (slipperiness) for this collider.
0.0= ice (very slippery)0.5= wood on wood1.0= rubber (high grip)
Default is 0.5.
Sourcepub fn friction_combine_rule(self, rule: CoefficientCombineRule) -> Self
pub fn friction_combine_rule(self, rule: CoefficientCombineRule) -> Self
Sets how friction coefficients are combined when two colliders touch.
Options: Average, Min, Max, Multiply. Default is Average. Most games can ignore this and use the default.
Sourcepub fn restitution(self, restitution: f32) -> Self
pub fn restitution(self, restitution: f32) -> Self
Sets the restitution coefficient (bounciness) for this collider.
0.0= no bounce (clay, soft)0.5= moderate bounce1.0= perfect elastic bounce>1.0= super bouncy (gains energy!)
Default is 0.0.
Sourcepub fn restitution_combine_rule(self, rule: CoefficientCombineRule) -> Self
pub fn restitution_combine_rule(self, rule: CoefficientCombineRule) -> Self
Sets the rule to be used to combine two restitution coefficients in a contact.
Sourcepub fn density(self, density: f32) -> Self
pub fn density(self, density: f32) -> Self
Sets the density (mass per unit volume) of this collider.
Mass will be computed as: density × volume. Common densities:
1000.0= water2700.0= aluminum7850.0= steel
⚠️ Use either density() OR mass(), not both (last call wins).
§Example
let steel_ball = ColliderBuilder::ball(0.5).density(7850.0).build();Sourcepub fn mass_properties(self, mass_properties: MassProperties) -> Self
pub fn mass_properties(self, mass_properties: MassProperties) -> Self
Sets the mass properties of the collider this builder will build.
This will be overridden by a call to Self::density or Self::mass so it only
makes sense to call either Self::density or Self::mass or Self::mass_properties.
Sourcepub fn contact_force_event_threshold(self, threshold: f32) -> Self
pub fn contact_force_event_threshold(self, threshold: f32) -> Self
Sets the force threshold for triggering contact force events.
When total contact force exceeds this value, a ContactForceEvent is generated
(if ActiveEvents::CONTACT_FORCE_EVENTS is enabled).
Use for detecting hard impacts, breaking objects, or damage systems.
§Example
let glass = ColliderBuilder::cuboid(1.0, 1.0, 0.1)
.active_events(ActiveEvents::CONTACT_FORCE_EVENTS)
.contact_force_event_threshold(1000.0) // Break at 1000N
.build();Sourcepub fn translation(self, translation: Vector<f32>) -> Self
pub fn translation(self, translation: Vector<f32>) -> Self
Sets where the collider sits relative to its parent body.
For attached colliders, this is the offset from the body’s origin. For standalone colliders, this is the world position.
§Example
// Collider offset 2 units to the right of the body
let collider = ColliderBuilder::ball(0.5)
.translation(vector![2.0, 0.0, 0.0])
.build();Sourcepub fn rotation(self, angle: AngVector<f32>) -> Self
pub fn rotation(self, angle: AngVector<f32>) -> Self
Sets the collider’s rotation relative to its parent body.
For attached colliders, this rotates the collider relative to the body. For standalone colliders, this is the world rotation.
Sourcepub fn position(self, pos: Isometry<f32>) -> Self
pub fn position(self, pos: Isometry<f32>) -> Self
Sets the collider’s full pose (position + rotation) relative to its parent.
For attached colliders, this is relative to the parent body. For standalone colliders, this is the world pose.
Sourcepub fn position_wrt_parent(self, pos: Isometry<f32>) -> Self
👎Deprecated: Use .position instead.
pub fn position_wrt_parent(self, pos: Isometry<f32>) -> Self
.position instead.Sets the initial position (translation and orientation) of the collider to be created, relative to the rigid-body it is attached to.
Sourcepub fn delta(self, delta: Isometry<f32>) -> Self
👎Deprecated: Use .position instead.
pub fn delta(self, delta: Isometry<f32>) -> Self
.position instead.Set the position of this collider in the local-space of the rigid-body it is attached to.
Sourcepub fn contact_skin(self, skin_thickness: f32) -> Self
pub fn contact_skin(self, skin_thickness: f32) -> Self
Sets the contact skin of the collider.
The contact skin acts as if the collider was enlarged with a skin of width skin_thickness
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.
Trait Implementations§
Source§impl Clone for ColliderBuilder
impl Clone for ColliderBuilder
Source§fn clone(&self) -> ColliderBuilder
fn clone(&self) -> ColliderBuilder
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for ColliderBuilder
impl Debug for ColliderBuilder
Source§impl Default for ColliderBuilder
impl Default for ColliderBuilder
Source§impl From<ColliderBuilder> for Collider
impl From<ColliderBuilder> for Collider
Source§fn from(val: ColliderBuilder) -> Collider
fn from(val: ColliderBuilder) -> Collider
Auto Trait Implementations§
impl Freeze for ColliderBuilder
impl !RefUnwindSafe for ColliderBuilder
impl Send for ColliderBuilder
impl Sync for ColliderBuilder
impl Unpin for ColliderBuilder
impl !UnwindSafe for ColliderBuilder
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