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 Some documentation pages may still state outdated information.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 If you can still find outdated information, please open an issue.

PhysicsTestMotionResult3D

Inherits: RefCounted < Object

Result from a 3D body motion test.

Description

This class contains the motion and collision result from PhysicsServer3D.body_test_motion.

Methods

Object

get_collider ( int collision_index=0 ) const

int

get_collider_id ( int collision_index=0 ) const

RID

get_collider_rid ( int collision_index=0 ) const

int

get_collider_shape ( int collision_index=0 ) const

Vector3

get_collider_velocity ( int collision_index=0 ) const

int

get_collision_count ( ) const

float

get_collision_depth ( int collision_index=0 ) const

int

get_collision_local_shape ( int collision_index=0 ) const

Vector3

get_collision_normal ( int collision_index=0 ) const

Vector3

get_collision_point ( int collision_index=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 ( int collision_index=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 ( int collision_index=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 ( int collision_index=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 ( int collision_index=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 ( int collision_index=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 ( int collision_index=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 ( int collision_index=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 ( int collision_index=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 ( int collision_index=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.