godot/doc/classes/PhysicsTestMotionParameters3D.xml
Rémi Verschelde 81064cc239
Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
2023-07-06 10:08:21 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsTestMotionParameters3D" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Provides parameters for [method PhysicsServer3D.body_test_motion].
</brief_description>
<description>
By changing various properties of this object, such as the motion, you can configure the parameters for [method PhysicsServer3D.body_test_motion].
</description>
<tutorials>
</tutorials>
<members>
<member name="collide_separation_ray" type="bool" setter="set_collide_separation_ray_enabled" getter="is_collide_separation_ray_enabled" default="false">
If set to [code]true[/code], shapes of type [constant 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 [code]false[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes.
</member>
<member name="exclude_bodies" type="RID[]" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]">
Optional array of body [RID] to exclude from collision. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node.
</member>
<member name="exclude_objects" type="int[]" setter="set_exclude_objects" getter="get_exclude_objects" default="[]">
Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id].
</member>
<member name="from" type="Transform3D" setter="set_from" getter="get_from" default="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 [member Node3D.global_transform] for the current body's transform.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.001">
Increases the size of the shapes involved in the collision detection.
</member>
<member name="max_collisions" type="int" setter="set_max_collisions" getter="get_max_collisions" default="1">
Maximum number of returned collisions, between [code]1[/code] and [code]32[/code]. Always returns the deepest detected collisions.
</member>
<member name="motion" type="Vector3" setter="set_motion" getter="get_motion" default="Vector3(0, 0, 0)">
Motion vector to define the length and direction of the motion to test.
</member>
<member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
If set to [code]true[/code], 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 [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behavior.
</member>
</members>
</class>