PhysicsTestMotionResult2D
Describes the motion and collision result from PhysicsServer2D.body_test_motion.
Describes the motion and collision result from PhysicsServer2D.BodyTestMotion.
Describes the motion and collision result from PhysicsServer2D.BodyTestMotion.
Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Constructors1
PhysicsTestMotionResult2DConstructor
public PhysicsTestMotionResult2D();Methods13
GetColliderReckfellObject
public ReckfellObject GetCollider();Returns the colliding body's attached ReckfellObject, if a collision occurred.
ReckfellObjectGetColliderIdulong
public ulong GetColliderId();Returns the unique instance ID of the colliding body's attached ReckfellObject, if a collision occurred. See ReckfellObject.GetInstanceId.
ulongGetColliderRidRid
public Rid GetColliderRid();Returns the colliding body's Rid used by the PhysicsServer2D, if a collision occurred.
RidGetColliderShapeint
public int GetColliderShape();Returns the colliding body's shape index, if a collision occurred. See CollisionObject2D.
intGetColliderVelocityVector2
public Vector2 GetColliderVelocity();Returns the colliding body's velocity, if a collision occurred.
Vector2GetCollisionDepthfloat
public float GetCollisionDepth();Returns the length of overlap along the collision normal, if a collision occurred.
floatGetCollisionLocalShapeint
public int GetCollisionLocalShape();Returns the moving object's colliding shape, if a collision occurred.
intGetCollisionNormalVector2
public Vector2 GetCollisionNormal();Returns the colliding body's shape's normal at the point of collision, if a collision occurred.
Vector2GetCollisionPointVector2
public Vector2 GetCollisionPoint();Returns the point of collision in global coordinates, if a collision occurred.
Vector2GetCollisionSafeFractionfloat
public float GetCollisionSafeFraction();Returns the maximum fraction of the motion that can occur without a collision, between 0 and 1.
floatGetCollisionUnsafeFractionfloat
public float GetCollisionUnsafeFraction();Returns the minimum fraction of the motion needed to collide, if a collision occurred, between 0 and 1.
floatGetRemainderVector2
public Vector2 GetRemainder();Returns the moving object's remaining movement vector.
Vector2GetTravelVector2
public Vector2 GetTravel();Returns the moving object's travel before collision.
Vector2