PhysicsTestMotionResult3D
继承: RefCounted
< Object
Describes the motion and collision result from PhysicsServer3D.body_test_motion
.
描述
Describes the motion and collision result from PhysicsServer3D.body_test_motion
.
方法
Object | get_collider ( collision_index: int = 0 ) const1 |
int | get_collider_id ( collision_index: int = 0 ) const1 |
RID | get_collider_rid ( collision_index: int = 0 ) const1 |
int | get_collider_shape ( collision_index: int = 0 ) const1 |
Vector3 | get_collider_velocity ( collision_index: int = 0 ) const1 |
int | get_collision_count ( ) const1 |
float | get_collision_depth ( collision_index: int = 0 ) const1 |
int | get_collision_local_shape ( collision_index: int = 0 ) const1 |
Vector3 | get_collision_normal ( collision_index: int = 0 ) const1 |
Vector3 | get_collision_point ( collision_index: int = 0 ) const1 |
float | get_collision_safe_fraction ( ) const1 |
float | get_collision_unsafe_fraction ( ) const1 |
Vector3 | get_remainder ( ) const1 |
Vector3 | get_travel ( ) const1 |
方法说明
Object
get_collider ( collision_index: int
= 0 ) const1
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 ) const1
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 ) const1
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 ) const1
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 ) const1
Returns the colliding body's velocity given a collision index (the deepest collision by default), if a collision occurred.
int
get_collision_count ( ) const1
Returns the number of detected collisions.
float
get_collision_depth ( collision_index: int
= 0 ) const1
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 ) const1
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 ) const1
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 ) const1
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 ( ) const1
Returns the maximum fraction of the motion that can occur without a collision, between 0
and 1
.
float
get_collision_unsafe_fraction ( ) const1
Returns the minimum fraction of the motion needed to collide, if a collision occurred, between 0
and 1
.
Vector3
get_remainder ( ) const1
Returns the moving object's remaining movement vector.
Returns the moving object's travel before collision.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。