godot/doc/classes/PhysicsTestMotionParameters...

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsTestMotionParameters3D" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Parameters to be sent to a 3D body motion test.
</brief_description>
<description>
This class contains parameters used in [method PhysicsServer3D.body_test_motion].
</description>
<tutorials>
</tutorials>
<members>
<member name="collide_separation_ray" type="bool" setter="set_collide_separation_ray_enabled" getter="is_collide_separation_ray_enabled" default="false">
If set to [code]true[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. Can be useful when snapping to the ground.
If set to [code]false[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes.
</member>
<member name="exclude_bodies" type="Array" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]">
Optional array of body [RID] to exclude from collision.
</member>
<member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]">
Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id].
</member>
<member name="from" type="Transform3D" setter="set_from" getter="get_from" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
Transform in global space where the motion should start. Usually set to [member Node3D.global_transform] for the current body's transform.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.001">
Increases the size of the shapes involved in the collision detection.
</member>
<member name="max_collisions" type="int" setter="set_max_collisions" getter="get_max_collisions" default="1">
Maximum number of returned collisions, between [code]1[/code] and [code]32[/code]. Always returns the deepest detected collisions.
</member>
<member name="motion" type="Vector3" setter="set_motion" getter="get_motion" default="Vector3(0, 0, 0)">
Motion vector to define the length and direction of the motion to test.
</member>
<member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody3D.move_and_slide] for improving floor detection when floor snapping is disabled.
If set to [code]false[/code], only collisions resulting from the motion are detected; this is used e.g. by [method PhysicsBody3D.move_and_collide].
</member>
</members>
</class>