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PhysicsTestMotionResult3D
Inherits: RefCounted < Object
Describes the motion and collision result from PhysicsServer3D.body_test_motion.
Description
Describes the motion and collision result from PhysicsServer3D.body_test_motion.
Methods
get_collider(collision_index: int = 0) const |
|
get_collider_id(collision_index: int = 0) const |
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get_collider_rid(collision_index: int = 0) const |
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get_collider_shape(collision_index: int = 0) const |
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get_collider_velocity(collision_index: int = 0) const |
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get_collision_count() const |
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get_collision_depth(collision_index: int = 0) const |
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get_collision_local_shape(collision_index: int = 0) const |
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get_collision_normal(collision_index: int = 0) const |
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get_collision_point(collision_index: int = 0) const |
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get_collision_safe_fraction() const |
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get_collision_unsafe_fraction() const |
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get_remainder() const |
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get_travel() const |
Method Descriptions
Object get_collider(collision_index: int = 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(collision_index: int = 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(collision_index: int = 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(collision_index: int = 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(collision_index: int = 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(collision_index: int = 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(collision_index: int = 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(collision_index: int = 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(collision_index: int = 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.
Returns the moving object's travel before collision.