Work in progress
Godot documentation is being updated to reflect the latest changes in version
4.0
. Some documentation pages may
still state outdated information. This banner will tell you if you're reading one of such pages.
The contents of this page are up to date. If you can still find outdated information, please open an issue.
PhysicsTestMotionParameters2D¶
Inherits: RefCounted < Object
Parameters to be sent to a 2D body motion test.
Description¶
This class contains parameters used in PhysicsServer2D.body_test_motion.
Properties¶
|
||
|
||
|
||
|
||
|
||
|
||
|
Property Descriptions¶
bool collide_separation_ray = false
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.
RID[] exclude_bodies = []
Optional array of body RID to exclude from collision. Use CollisionObject2D.get_rid to get the RID associated with a CollisionObject2D-derived node.
int[] exclude_objects = []
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)
void set_from ( Transform2D value )
Transform2D get_from ( )
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
Increases the size of the shapes involved in the collision detection.
Vector2 motion = Vector2(0, 0)
Motion vector to define the length and direction of the motion to test.
bool recovery_as_collision = false
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.