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PhysicsTestMotionParameters2DΒΆ

Inherits: RefCounted < Object

Provides parameters for PhysicsServer2D.body_test_motion.

DescriptionΒΆ

By changing various properties of this object, such as the motion, you can configure the parameters for PhysicsServer2D.body_test_motion.

PropertiesΒΆ

bool

collide_separation_ray

false

Array[RID]

exclude_bodies

[]

Array[int]

exclude_objects

[]

Transform2D

from

Transform2D(1, 0, 0, 1, 0, 0)

float

margin

0.08

Vector2

motion

Vector2(0, 0)

bool

recovery_as_collision

false


Property DescriptionsΒΆ

bool collide_separation_ray = false πŸ”—

  • void set_collide_separation_ray_enabled(value: bool)

  • bool is_collide_separation_ray_enabled()

If set to true, shapes of type PhysicsServer2D.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 PhysicsServer2D.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 = [] πŸ”—

Optional array of body RID to exclude from collision. Use CollisionObject2D.get_rid to get the RID associated with a CollisionObject2D-derived node.


Array[int] exclude_objects = [] πŸ”—

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


Transform2D from = Transform2D(1, 0, 0, 1, 0, 0) πŸ”—

Transform in global space where the motion should start. Usually set to Node2D.global_transform for the current body's transform.


float margin = 0.08 πŸ”—

  • void set_margin(value: float)

  • float get_margin()

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


Vector2 motion = Vector2(0, 0) πŸ”—

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


bool recovery_as_collision = false πŸ”—

  • 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 CharacterBody2D 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.