Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
PhysicsTestMotionResult3D¶
Inherits: RefCounted < Object
Describes the motion and collision result from PhysicsServer3D.body_test_motion.
描述¶
Describes the motion and collision result from PhysicsServer3D.body_test_motion.
Methods¶
get_collider ( int collision_index=0 ) const |
|
get_collider_id ( int collision_index=0 ) const |
|
get_collider_rid ( int collision_index=0 ) const |
|
get_collider_shape ( int collision_index=0 ) const |
|
get_collider_velocity ( int collision_index=0 ) const |
|
get_collision_count ( ) const |
|
get_collision_depth ( int collision_index=0 ) const |
|
get_collision_local_shape ( int collision_index=0 ) const |
|
get_collision_normal ( int collision_index=0 ) const |
|
get_collision_point ( int collision_index=0 ) const |
|
get_collision_safe_fraction ( ) const |
|
get_collision_unsafe_fraction ( ) const |
|
get_remainder ( ) const |
|
get_travel ( ) const |
Method Descriptions¶
Object get_collider ( int collision_index=0 ) const
Returns the colliding body's attached Object given a collision index (the deepest collision by default), if a collision occurred.
int get_collider_id ( int collision_index=0 ) const
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 Object.get_instance_id.
RID get_collider_rid ( int collision_index=0 ) const
Returns the colliding body's RID used by the PhysicsServer3D given a collision index (the deepest collision by default), if a collision occurred.
int get_collider_shape ( int collision_index=0 ) const
Returns the colliding body's shape index given a collision index (the deepest collision by default), if a collision occurred. See CollisionObject3D.
Vector3 get_collider_velocity ( int collision_index=0 ) const
Returns the colliding body's velocity given a collision index (the deepest collision by default), if a collision occurred.
int get_collision_count ( ) const
Returns the number of detected collisions.
float get_collision_depth ( int collision_index=0 ) const
Returns the length of overlap along the collision normal given a collision index (the deepest collision by default), if a collision occurred.
int get_collision_local_shape ( int collision_index=0 ) const
Returns the moving object's colliding shape given a collision index (the deepest collision by default), if a collision occurred.
Vector3 get_collision_normal ( int collision_index=0 ) const
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.
Vector3 get_collision_point ( int collision_index=0 ) const
Returns the point of collision in global coordinates given a collision index (the deepest collision by default), if a collision occurred.
float get_collision_safe_fraction ( ) const
Returns the maximum fraction of the motion that can occur without a collision, between 0
and 1
.
float get_collision_unsafe_fraction ( ) const
Returns the minimum fraction of the motion needed to collide, if a collision occurred, between 0
and 1
.
Vector3 get_remainder ( ) const
Returns the moving object's remaining movement vector.
Vector3 get_travel ( ) const
Returns the moving object's travel before collision.