godot/doc/classes/PhysicsTestMotionResult3D.xml

107 lines
4.6 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsTestMotionResult3D" inherits="RefCounted" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Describes the motion and collision result from [method PhysicsServer3D.body_test_motion].
</brief_description>
<description>
Describes the motion and collision result from [method PhysicsServer3D.body_test_motion].
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_collider" qualifiers="const">
<return type="Object" />
<param index="0" name="collision_index" type="int" default="0" />
<description>
Returns the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collider_id" qualifiers="const">
<return type="int" />
<param index="0" name="collision_index" type="int" default="0" />
<description>
Returns the unique instance ID of the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occurred. See [method Object.get_instance_id].
</description>
</method>
<method name="get_collider_rid" qualifiers="const">
<return type="RID" />
<param index="0" name="collision_index" type="int" default="0" />
<description>
Returns the colliding body's [RID] used by the [PhysicsServer3D] given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collider_shape" qualifiers="const">
<return type="int" />
<param index="0" name="collision_index" type="int" default="0" />
<description>
Returns the colliding body's shape index given a collision index (the deepest collision by default), if a collision occurred. See [CollisionObject3D].
</description>
</method>
<method name="get_collider_velocity" qualifiers="const">
<return type="Vector3" />
<param index="0" name="collision_index" type="int" default="0" />
<description>
Returns the colliding body's velocity given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of detected collisions.
</description>
</method>
<method name="get_collision_depth" qualifiers="const">
<return type="float" />
<param index="0" name="collision_index" type="int" default="0" />
<description>
Returns the length of overlap along the collision normal given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_local_shape" qualifiers="const">
<return type="int" />
<param index="0" name="collision_index" type="int" default="0" />
<description>
Returns the moving object's colliding shape given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_normal" qualifiers="const">
<return type="Vector3" />
<param index="0" name="collision_index" type="int" default="0" />
<description>
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.
</description>
</method>
<method name="get_collision_point" qualifiers="const">
<return type="Vector3" />
<param index="0" name="collision_index" type="int" default="0" />
<description>
Returns the point of collision in global coordinates given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_safe_fraction" qualifiers="const">
<return type="float" />
<description>
Returns the maximum fraction of the motion that can occur without a collision, between [code]0[/code] and [code]1[/code].
</description>
</method>
<method name="get_collision_unsafe_fraction" qualifiers="const">
<return type="float" />
<description>
Returns the minimum fraction of the motion needed to collide, if a collision occurred, between [code]0[/code] and [code]1[/code].
</description>
</method>
<method name="get_remainder" qualifiers="const">
<return type="Vector3" />
<description>
Returns the moving object's remaining movement vector.
</description>
</method>
<method name="get_travel" qualifiers="const">
<return type="Vector3" />
<description>
Returns the moving object's travel before collision.
</description>
</method>
</methods>
</class>