Attention: Here be dragons (unstable version)

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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

Object

get_collider(collision_index: int = 0) const

int

get_collider_id(collision_index: int = 0) const

RID

get_collider_rid(collision_index: int = 0) const

int

get_collider_shape(collision_index: int = 0) const

Vector3

get_collider_velocity(collision_index: int = 0) const

int

get_collision_count() const

float

get_collision_depth(collision_index: int = 0) const

int

get_collision_local_shape(collision_index: int = 0) const

Vector3

get_collision_normal(collision_index: int = 0) const

Vector3

get_collision_point(collision_index: int = 0) const

float

get_collision_safe_fraction() const

float

get_collision_unsafe_fraction() const

Vector3

get_remainder() const

Vector3

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.


Vector3 get_travel() const 🔗

Returns the moving object's travel before collision.