/**
 * Whether a body presents as a **sensor** (trigger): either the body carries
 * {@link RigidBodyFlags.IsSensor} or its collider carries
 * {@link ColliderFlags.IsSensor}. A sensor still generates overlap / contact
 * events (Begin/Stay/End) but applies no impulse, and is not a solid surface —
 * the contact solver skips its impulse, the island builder excludes it from
 * sleep islands, and {@link raycast} passes straight through it.
 *
 * Single source of truth for the "is this a sensor" question across the
 * physics engine. Callers holding both sides of a pair OR the two results.
 *
 * @param {RigidBody} rb  the body
 * @param {Collider|null} collider  the body's (primary) collider, or `null`
 *   when the body has none — then only the body flag matters.
 * @returns {boolean}
 */
export function is_sensor(rb: RigidBody, collider: Collider | null): boolean;
//# sourceMappingURL=is_sensor.d.ts.map