Table of Contents

Class PhysicsTestMotionResult3D

Namespace
Godot
Assembly
GodotSharp.dll
public class PhysicsTestMotionResult3D : RefCounted, IDisposable
Inheritance
PhysicsTestMotionResult3D
Implements
Inherited Members

Constructors

PhysicsTestMotionResult3D()

public PhysicsTestMotionResult3D()

Methods

GetCollider(int)

Returns the colliding body's attached GodotObject given a collision index (the deepest collision by default), if a collision occurred.

public GodotObject GetCollider(int collisionIndex = 0)

Parameters

collisionIndex int

Returns

GodotObject

GetColliderId(int)

Returns the unique instance ID of the colliding body's attached GodotObject given a collision index (the deepest collision by default), if a collision occurred. See GetInstanceId().

public ulong GetColliderId(int collisionIndex = 0)

Parameters

collisionIndex int

Returns

ulong

GetColliderRid(int)

Returns the colliding body's Rid used by the PhysicsServer3D given a collision index (the deepest collision by default), if a collision occurred.

public Rid GetColliderRid(int collisionIndex = 0)

Parameters

collisionIndex int

Returns

Rid

GetColliderShape(int)

Returns the colliding body's shape index given a collision index (the deepest collision by default), if a collision occurred. See CollisionObject3D.

public int GetColliderShape(int collisionIndex = 0)

Parameters

collisionIndex int

Returns

int

GetColliderVelocity(int)

Returns the colliding body's velocity given a collision index (the deepest collision by default), if a collision occurred.

public Vector3 GetColliderVelocity(int collisionIndex = 0)

Parameters

collisionIndex int

Returns

Vector3

GetCollisionCount()

Returns the number of detected collisions.

public int GetCollisionCount()

Returns

int

GetCollisionDepth(int)

Returns the length of overlap along the collision normal given a collision index (the deepest collision by default), if a collision occurred.

public float GetCollisionDepth(int collisionIndex = 0)

Parameters

collisionIndex int

Returns

float

GetCollisionLocalShape(int)

Returns the moving object's colliding shape given a collision index (the deepest collision by default), if a collision occurred.

public int GetCollisionLocalShape(int collisionIndex = 0)

Parameters

collisionIndex int

Returns

int

GetCollisionNormal(int)

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.

public Vector3 GetCollisionNormal(int collisionIndex = 0)

Parameters

collisionIndex int

Returns

Vector3

GetCollisionPoint(int)

Returns the point of collision in global coordinates given a collision index (the deepest collision by default), if a collision occurred.

public Vector3 GetCollisionPoint(int collisionIndex = 0)

Parameters

collisionIndex int

Returns

Vector3

GetCollisionSafeFraction()

Returns the maximum fraction of the motion that can occur without a collision, between 0 and 1.

public float GetCollisionSafeFraction()

Returns

float

GetCollisionUnsafeFraction()

Returns the minimum fraction of the motion needed to collide, if a collision occurred, between 0 and 1.

public float GetCollisionUnsafeFraction()

Returns

float

GetRemainder()

Returns the moving object's remaining movement vector.

public Vector3 GetRemainder()

Returns

Vector3

GetTravel()

Returns the moving object's travel before collision.

public Vector3 GetTravel()

Returns

Vector3

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool