Protected_Protected_Protected_Protected_Impulse applied to the objects to keep them from penetrating. Divide by simulation step to get the force.
Contact normal in world space. The contact normal is the direction of the Impulse that is results from the collision.
In simple cases, this is simply the surface normal at the contact position, e.g. the up direction when falling on flat ground.
Note that this normal faces towards CollisionData::ThisCollider. This means for the objects falling on the ground, the normal
will point straight up, while for the ground it will point straight down.
Contact point in world space.
Determines how far are the objects. Negative value denotes penetration.
Clones this instance and returns a new ContactPoint with identical values.
Determines if this ContactPoint instance is equal to the other instance.
StaticisDetermines if both ContactPoint instances are equal.
Information about a single contact point during physics collision.