PhysicsTestMotionResult3D
Describes the motion and collision result from PhysicsServer3D.body_test_motion.
Describes the motion and collision result from PhysicsServer3D.BodyTestMotion.
Describes the motion and collision result from PhysicsServer3D.BodyTestMotion.
Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Constructors1
PhysicsTestMotionResult3DConstructor
public PhysicsTestMotionResult3D();Methods14
GetColliderReckfellObject
public ReckfellObject GetCollider(int collisionIndex = 0);Returns the colliding body's attached ReckfellObject given a collision index (the deepest collision by default), if a collision occurred.
| Name | Type | Default |
|---|---|---|
collisionIndex | int | 0 |
ReckfellObjectGetColliderIdulong
public ulong GetColliderId(int collisionIndex = 0);Returns the unique instance ID of the colliding body's attached ReckfellObject given a collision index (the deepest collision by default), if a collision occurred. See ReckfellObject.GetInstanceId.
| Name | Type | Default |
|---|---|---|
collisionIndex | int | 0 |
ulongGetColliderRidRid
public Rid GetColliderRid(int collisionIndex = 0);Returns the colliding body's Rid used by the PhysicsServer3D given a collision index (the deepest collision by default), if a collision occurred.
| Name | Type | Default |
|---|---|---|
collisionIndex | int | 0 |
RidGetColliderShapeint
public int GetColliderShape(int collisionIndex = 0);Returns the colliding body's shape index given a collision index (the deepest collision by default), if a collision occurred. See CollisionObject3D.
| Name | Type | Default |
|---|---|---|
collisionIndex | int | 0 |
intGetColliderVelocityVector3
public Vector3 GetColliderVelocity(int collisionIndex = 0);Returns the colliding body's velocity given a collision index (the deepest collision by default), if a collision occurred.
| Name | Type | Default |
|---|---|---|
collisionIndex | int | 0 |
Vector3GetCollisionCountint
public int GetCollisionCount();Returns the number of detected collisions.
intGetCollisionDepthfloat
public float GetCollisionDepth(int collisionIndex = 0);Returns the length of overlap along the collision normal given a collision index (the deepest collision by default), if a collision occurred.
| Name | Type | Default |
|---|---|---|
collisionIndex | int | 0 |
floatGetCollisionLocalShapeint
public int GetCollisionLocalShape(int collisionIndex = 0);Returns the moving object's colliding shape given a collision index (the deepest collision by default), if a collision occurred.
| Name | Type | Default |
|---|---|---|
collisionIndex | int | 0 |
intGetCollisionNormalVector3
public Vector3 GetCollisionNormal(int collisionIndex = 0);Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default), if a collision occurred.
| Name | Type | Default |
|---|---|---|
collisionIndex | int | 0 |
Vector3GetCollisionPointVector3
public Vector3 GetCollisionPoint(int collisionIndex = 0);Returns the point of collision in global coordinates given a collision index (the deepest collision by default), if a collision occurred.
| Name | Type | Default |
|---|---|---|
collisionIndex | int | 0 |
Vector3GetCollisionSafeFractionfloat
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.
floatGetRemainderVector3
public Vector3 GetRemainder();Returns the moving object's remaining movement vector.
Vector3GetTravelVector3
public Vector3 GetTravel();Returns the moving object's travel before collision.
Vector3