PhysicsTestMotionParameters3D

Inherits: RefCounted < Object

Provides parameters for PhysicsServer3D.body_test_motion.

Description

By changing various properties of this object, such as the motion, you can configure the parameters for PhysicsServer3D.body_test_motion.

Properties

bool

collide_separation_ray

false

Array[RID]

exclude_bodies

[]

Array[int]

exclude_objects

[]

Transform3D

from

Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

float

margin

0.001

int

max_collisions

1

Vector3

motion

Vector3(0, 0, 0)

bool

recovery_as_collision

false


Property Descriptions

bool collide_separation_ray = false 🔗

  • void set_collide_separation_ray_enabled(value: bool)

  • bool is_collide_separation_ray_enabled()

If set to true, shapes of type 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 false, shapes of type PhysicsServer3D.SHAPE_SEPARATION_RAY are only used for separation when overlapping with other bodies. That’s the main use for separation ray shapes.


Array[RID] exclude_bodies = [] 🔗

Optional array of body RID to exclude from collision. Use CollisionObject3D.get_rid to get the RID associated with a CollisionObject3D-derived node.


Array[int] exclude_objects = [] 🔗

Optional array of object unique instance ID to exclude from collision. See Object.get_instance_id.


Transform3D from = 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 Node3D.global_transform for the current body’s transform.


float margin = 0.001 🔗

  • void set_margin(value: float)

  • float get_margin()

Increases the size of the shapes involved in the collision detection.


int max_collisions = 1 🔗

  • void set_max_collisions(value: int)

  • int get_max_collisions()

Maximum number of returned collisions, between 1 and 32. Always returns the deepest detected collisions.


Vector3 motion = Vector3(0, 0, 0) 🔗

Motion vector to define the length and direction of the motion to test.


bool recovery_as_collision = false 🔗

  • void set_recovery_as_collision_enabled(value: bool)

  • bool is_recovery_as_collision_enabled()

If set to true, any depenetration from the recovery phase is reported as a collision; this is used e.g. by CharacterBody3D for improving floor detection during floor snapping.

If set to false, only collisions resulting from the motion are reported, which is generally the desired behavior.


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