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3ae5687d48
-Physics servers test body motion use a class to hold parameters instead of multiple arguments to make it more readable and flexible since there are many options -Improved documentation for test body motion and kinematic collision -Removed read-only properties for body motion results (not handled in scripts, so they should be get_ methods only instead)
107 lines
4.5 KiB
XML
107 lines
4.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsTestMotionResult3D" inherits="RefCounted" version="4.0">
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<brief_description>
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Result from a 3D body motion test.
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</brief_description>
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<description>
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This class contains the motion and collision result from [method PhysicsServer3D.body_test_motion].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_collider" qualifiers="const">
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<return type="Object" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occured.
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</description>
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</method>
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<method name="get_collider_id" qualifiers="const">
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<return type="int" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the unique instance ID of the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occured. See [method Object.get_instance_id].
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</description>
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</method>
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<method name="get_collider_rid" qualifiers="const">
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<return type="RID" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the colliding body's [RID] used by the [PhysicsServer3D] given a collision index (the deepest collision by default), if a collision occured.
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</description>
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</method>
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<method name="get_collider_shape" qualifiers="const">
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<return type="int" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the colliding body's shape index given a collision index (the deepest collision by default), if a collision occured. See [CollisionObject3D].
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</description>
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</method>
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<method name="get_collider_velocity" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the colliding body's velocity given a collision index (the deepest collision by default), if a collision occured.
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</description>
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</method>
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<method name="get_collision_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of detected collisions.
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</description>
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</method>
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<method name="get_collision_depth" qualifiers="const">
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<return type="float" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the length of overlap along the collision normal given a collision index (the deepest collision by default), if a collision occured.
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</description>
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</method>
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<method name="get_collision_local_shape" qualifiers="const">
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<return type="int" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the moving object's colliding shape given a collision index (the deepest collision by default), if a collision occured.
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</description>
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</method>
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<method name="get_collision_normal" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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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 occured.
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</description>
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</method>
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<method name="get_collision_point" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the point of collision in global coordinates given a collision index (the deepest collision by default), if a collision occured.
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</description>
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</method>
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<method name="get_collision_safe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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Returns the maximum fraction of the motion that can occur without a collision, between [code]0[/code] and [code]1[/code].
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</description>
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</method>
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<method name="get_collision_unsafe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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Returns the minimum fraction of the motion needed to collide, if a collision occured, between [code]0[/code] and [code]1[/code].
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</description>
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</method>
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<method name="get_remainder" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the moving object's remaining movement vector.
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</description>
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</method>
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<method name="get_travel" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the moving object's travel before collision.
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</description>
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</method>
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</methods>
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</class>
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