PhysicsDirectSpaceState3D
Direct queries into a 3D physics world.
PhysicsDirectSpaceState3D queries the world associated with a viewport. Obtain it through GetWorld3D().DirectSpaceState from an entity in the intended world. Query in the appropriate physics phase; threaded simulation can lock the space.
IntersectRay takes world From/To endpoints and returns an empty Dictionary on a miss. Check keys and collider type on a hit. For deferred work, account for later object deletion. Moving geometry outside a physics tick does not promise immediate updates to all world data.
Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Methods12
CastMotionfloat[]
public float[] CastMotion(PhysicsShapeQueryParameters3D parameters);Checks how far a Shape3D can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a PhysicsShapeQueryParameters3D object.
Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [1.0, 1.0] will be returned.
Note: Any Shape3Ds that the shape is already colliding with e.g. inside of, will be ignored. Use PhysicsDirectSpaceState3D.CollideShape to determine the Shape3Ds that the shape is already colliding with.
| Name | Type | Default |
|---|---|---|
parameters | PhysicsShapeQueryParameters3D | — |
float[]CastMotionIntobool
public bool CastMotionInto(PhysicsShapeQueryParameters3D parameters, PhysicsCastMotionResult3D result);Checks how far a Shape3D can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a PhysicsShapeQueryParameters3D object.
If the query is successful, this method returns true and writes the motion results into the PhysicsCastMotionResult3D object passed in result. If no collision occurs, it returns false.
Note: Any Shape3Ds that the shape is already colliding with e.g. inside of, will be ignored. Use PhysicsDirectSpaceState3D.CollideShapeInto to determine the Shape3Ds that the shape is already colliding with.
| Name | Type | Default |
|---|---|---|
parameters | PhysicsShapeQueryParameters3D | — |
result | PhysicsCastMotionResult3D | — |
boolCollideShapeReckfell.Collections.Array<Vector3>
public Reckfell.Collections.Array<Vector3> CollideShape(PhysicsShapeQueryParameters3D parameters, int maxResults = 32);Checks the intersections of a shape, given through a PhysicsShapeQueryParameters3D object, against the space. The resulting array contains a list of points where the shape intersects another. Like with PhysicsDirectSpaceState3D.IntersectShape, the number of returned results can be limited to save processing time.
Returned points are a list of pairs of contact points. For each pair the first one is in the shape passed in PhysicsShapeQueryParameters3D object, second one is in the collided shape from the physics space.
Note: This method does not take into account the motion property of the object.
| Name | Type | Default |
|---|---|---|
parameters | PhysicsShapeQueryParameters3D | — |
maxResults | int | 32 |
Reckfell.Collections.Array<Vector3>CollideShapeIntobool
public bool CollideShapeInto(PhysicsShapeQueryParameters3D parameters, PhysicsCollideShapeResult3D result);Checks the intersections of a shape, given through a PhysicsShapeQueryParameters3D object, against the space.
If intersections are found, this method returns true and writes the collision points into the PhysicsCollideShapeResult3D object passed in result. If no intersections are found, it returns false.
The number of returned results can be limited using PhysicsCollideShapeResult3D.MaxCollisions, to reduce the processing time.
Note: This method does not take into account the motion property of the object.
| Name | Type | Default |
|---|---|---|
parameters | PhysicsShapeQueryParameters3D | — |
result | PhysicsCollideShapeResult3D | — |
boolGetRestInfoReckfell.Collections.Dictionary
public Reckfell.Collections.Dictionary GetRestInfo(PhysicsShapeQueryParameters3D parameters);Checks the intersections of a shape, given through a PhysicsShapeQueryParameters3D object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
collider_id: The colliding object's ID.
linear_velocity: The colliding object's velocity Vector3. If the object is an Area3D, the result is (0, 0, 0).
normal: The collision normal of the query shape at the intersection point, pointing away from the intersecting object.
point: The intersection point.
rid: The intersecting object's Rid.
shape: The shape index of the colliding shape.
If the shape did not intersect anything, then an empty dictionary is returned instead.
Note: This method does not take into account the motion property of the object.
| Name | Type | Default |
|---|---|---|
parameters | PhysicsShapeQueryParameters3D | — |
Reckfell.Collections.DictionaryGetRestInfoIntobool
public bool GetRestInfoInto(PhysicsShapeQueryParameters3D parameters, PhysicsGetRestInfoResult3D result);Checks the intersections of a shape, given through a PhysicsShapeQueryParameters3D object, against the space.
If the shape collides with one or more shapes, this method returns true and writes the nearest collision information into the PhysicsGetRestInfoResult3D object passed in result. If no collisions occur, it returns false.
Note: This method does not take into account the motion property of the object.
| Name | Type | Default |
|---|---|---|
parameters | PhysicsShapeQueryParameters3D | — |
result | PhysicsGetRestInfoResult3D | — |
boolIntersectPointReckfell.Collections.Array<Reckfell.Collections.Dictionary>
public Reckfell.Collections.Array<Reckfell.Collections.Dictionary> IntersectPoint(PhysicsPointQueryParameters3D parameters, int maxResults = 32);Checks whether a point is inside any solid shape. Position and other parameters are defined through PhysicsPointQueryParameters3D. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
collider: The colliding object.
collider_id: The colliding object's ID.
rid: The intersecting object's Rid.
shape: The shape index of the colliding shape.
The number of intersections can be limited with the max_results parameter, to reduce the processing time.
| Name | Type | Default |
|---|---|---|
parameters | PhysicsPointQueryParameters3D | — |
maxResults | int | 32 |
Reckfell.Collections.Array<Reckfell.Collections.Dictionary>IntersectPointIntobool
public bool IntersectPointInto(PhysicsPointQueryParameters3D parameters, PhysicsIntersectPointResult3D result);Checks whether a point is inside any solid shape. Position and other parameters are defined through PhysicsPointQueryParameters3D.
If one or more shapes overlap the point, this method returns true and writes the intersection data into the PhysicsIntersectPointResult3D object passed in result. If no intersections are found, it returns false.
The number of intersections can be limited using PhysicsIntersectPointResult3D.MaxIntersections, to reduce the processing time.
| Name | Type | Default |
|---|---|---|
parameters | PhysicsPointQueryParameters3D | — |
result | PhysicsIntersectPointResult3D | — |
boolIntersectRayReckfell.Collections.Dictionary
public Reckfell.Collections.Dictionary IntersectRay(PhysicsRayQueryParameters3D parameters);Tests a world-space segment and returns a Dictionary: empty on a miss, with collider/position/normal and shape data on a hit. Check the result and object type before reading.
| Name | Type | Default |
|---|---|---|
parameters | PhysicsRayQueryParameters3D | — |
Reckfell.Collections.DictionaryIntersectRayIntobool
public bool IntersectRayInto(PhysicsRayQueryParameters3D parameters, PhysicsIntersectRayResult3D result);Intersects a ray in a given space. Ray position and other parameters are defined through PhysicsRayQueryParameters3D.
If the ray hits a shape, this method returns true and writes the intersection information into the PhysicsIntersectRayResult3D object passed in result. If nothing is hit, it returns false.
| Name | Type | Default |
|---|---|---|
parameters | PhysicsRayQueryParameters3D | — |
result | PhysicsIntersectRayResult3D | — |
boolIntersectShapeReckfell.Collections.Array<Reckfell.Collections.Dictionary>
public Reckfell.Collections.Array<Reckfell.Collections.Dictionary> IntersectShape(PhysicsShapeQueryParameters3D parameters, int maxResults = 32);Checks the intersections of a shape, given through a PhysicsShapeQueryParameters3D object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
collider: The colliding object.
collider_id: The colliding object's ID.
rid: The intersecting object's Rid.
shape: The shape index of the colliding shape.
The number of intersections can be limited with the max_results parameter, to reduce the processing time.
Note: This method does not take into account the motion property of the object.
| Name | Type | Default |
|---|---|---|
parameters | PhysicsShapeQueryParameters3D | — |
maxResults | int | 32 |
Reckfell.Collections.Array<Reckfell.Collections.Dictionary>IntersectShapeIntobool
public bool IntersectShapeInto(PhysicsShapeQueryParameters3D parameters, PhysicsIntersectShapeResult3D result);Checks the intersections of a shape, given through a PhysicsShapeQueryParameters3D object, against the space.
If one or more shapes are found to intersect, this method returns true and writes the intersection data into the PhysicsIntersectShapeResult3D object passed in result. If no shapes are found to intersect, it returns false.
The number of intersections can be limited using PhysicsIntersectShapeResult3D.MaxIntersections, to reduce the processing time.
Note: This method does not take into account the motion property of the object.
| Name | Type | Default |
|---|---|---|
parameters | PhysicsShapeQueryParameters3D | — |
result | PhysicsIntersectShapeResult3D | — |
bool