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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).
37 lines
2.7 KiB
XML
37 lines
2.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsTestMotionParameters2D" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Provides parameters for [method PhysicsServer2D.body_test_motion].
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</brief_description>
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<description>
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By changing various properties of this object, such as the motion, you can configure the parameters for [method PhysicsServer2D.body_test_motion].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="collide_separation_ray" type="bool" setter="set_collide_separation_ray_enabled" getter="is_collide_separation_ray_enabled" default="false">
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If set to [code]true[/code], shapes of type [constant PhysicsServer2D.SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. Can be useful when snapping to the ground.
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If set to [code]false[/code], shapes of type [constant PhysicsServer2D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes.
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</member>
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<member name="exclude_bodies" type="RID[]" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]">
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Optional array of body [RID] to exclude from collision. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node.
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</member>
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<member name="exclude_objects" type="int[]" setter="set_exclude_objects" getter="get_exclude_objects" default="[]">
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Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id].
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</member>
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<member name="from" type="Transform2D" setter="set_from" getter="get_from" default="Transform2D(1, 0, 0, 1, 0, 0)">
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Transform in global space where the motion should start. Usually set to [member Node2D.global_transform] for the current body's transform.
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</member>
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<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.08">
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Increases the size of the shapes involved in the collision detection.
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</member>
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<member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2(0, 0)">
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Motion vector to define the length and direction of the motion to test.
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</member>
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<member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
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If set to [code]true[/code], 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.
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If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behavior.
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</member>
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</members>
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</class>
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