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.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsTestMotionParameters3D.xml.
.. _class_PhysicsTestMotionParameters3D:
PhysicsTestMotionParameters3D
=============================
**Inherits:** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
Parameters to be sent to a 3D body motion test.
Description
-----------
This class contains parameters used in :ref:`PhysicsServer3D.body_test_motion<class_PhysicsServer3D_method_body_test_motion>`.
Properties
----------
+---------------------------------------+----------------------------------------------------------------------------------------------------+-----------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`collide_separation_ray<class_PhysicsTestMotionParameters3D_property_collide_separation_ray>` | ``false`` |
+---------------------------------------+----------------------------------------------------------------------------------------------------+-----------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`exclude_bodies<class_PhysicsTestMotionParameters3D_property_exclude_bodies>` | ``[]`` |
+---------------------------------------+----------------------------------------------------------------------------------------------------+-----------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`exclude_objects<class_PhysicsTestMotionParameters3D_property_exclude_objects>` | ``[]`` |
+---------------------------------------+----------------------------------------------------------------------------------------------------+-----------------------------------------------------+
| :ref:`Transform3D<class_Transform3D>` | :ref:`from<class_PhysicsTestMotionParameters3D_property_from>` | ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` |
+---------------------------------------+----------------------------------------------------------------------------------------------------+-----------------------------------------------------+
| :ref:`float<class_float>` | :ref:`margin<class_PhysicsTestMotionParameters3D_property_margin>` | ``0.001`` |
+---------------------------------------+----------------------------------------------------------------------------------------------------+-----------------------------------------------------+
| :ref:`int<class_int>` | :ref:`max_collisions<class_PhysicsTestMotionParameters3D_property_max_collisions>` | ``1`` |
+---------------------------------------+----------------------------------------------------------------------------------------------------+-----------------------------------------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`motion<class_PhysicsTestMotionParameters3D_property_motion>` | ``Vector3(0, 0, 0)`` |
+---------------------------------------+----------------------------------------------------------------------------------------------------+-----------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`recovery_as_collision<class_PhysicsTestMotionParameters3D_property_recovery_as_collision>` | ``false`` |
+---------------------------------------+----------------------------------------------------------------------------------------------------+-----------------------------------------------------+
Property Descriptions
---------------------
.. _class_PhysicsTestMotionParameters3D_property_collide_separation_ray:
- :ref:`bool<class_bool>` **collide_separation_ray**
+-----------+-------------------------------------------+
| *Default* | ``false`` |
+-----------+-------------------------------------------+
| *Setter* | set_collide_separation_ray_enabled(value) |
+-----------+-------------------------------------------+
| *Getter* | is_collide_separation_ray_enabled() |
+-----------+-------------------------------------------+
If set to ``true``, shapes of type :ref:`PhysicsServer3D.SHAPE_SEPARATION_RAY<class_PhysicsServer3D_constant_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 :ref:`PhysicsServer3D.SHAPE_SEPARATION_RAY<class_PhysicsServer3D_constant_SHAPE_SEPARATION_RAY>` are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes.
----
.. _class_PhysicsTestMotionParameters3D_property_exclude_bodies:
- :ref:`Array<class_Array>` **exclude_bodies**
+-----------+---------------------------+
| *Default* | ``[]`` |
+-----------+---------------------------+
| *Setter* | set_exclude_bodies(value) |
+-----------+---------------------------+
| *Getter* | get_exclude_bodies() |
+-----------+---------------------------+
Optional array of body :ref:`RID<class_RID>` to exclude from collision.
----
.. _class_PhysicsTestMotionParameters3D_property_exclude_objects:
- :ref:`Array<class_Array>` **exclude_objects**
+-----------+----------------------------+
| *Default* | ``[]`` |
+-----------+----------------------------+
| *Setter* | set_exclude_objects(value) |
+-----------+----------------------------+
| *Getter* | get_exclude_objects() |
+-----------+----------------------------+
Optional array of object unique instance ID to exclude from collision. See :ref:`Object.get_instance_id<class_Object_method_get_instance_id>`.
----
.. _class_PhysicsTestMotionParameters3D_property_from:
- :ref:`Transform3D<class_Transform3D>` **from**
+-----------+-----------------------------------------------------+
| *Default* | ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` |
+-----------+-----------------------------------------------------+
| *Setter* | set_from(value) |
+-----------+-----------------------------------------------------+
| *Getter* | get_from() |
+-----------+-----------------------------------------------------+
Transform in global space where the motion should start. Usually set to :ref:`Node3D.global_transform<class_Node3D_property_global_transform>` for the current body's transform.
----
.. _class_PhysicsTestMotionParameters3D_property_margin:
- :ref:`float<class_float>` **margin**
+-----------+-------------------+
| *Default* | ``0.001`` |
+-----------+-------------------+
| *Setter* | set_margin(value) |
+-----------+-------------------+
| *Getter* | get_margin() |
+-----------+-------------------+
Increases the size of the shapes involved in the collision detection.
----
.. _class_PhysicsTestMotionParameters3D_property_max_collisions:
- :ref:`int<class_int>` **max_collisions**
+-----------+---------------------------+
| *Default* | ``1`` |
+-----------+---------------------------+
| *Setter* | set_max_collisions(value) |
+-----------+---------------------------+
| *Getter* | get_max_collisions() |
+-----------+---------------------------+
Maximum number of returned collisions, between ``1`` and ``32``. Always returns the deepest detected collisions.
----
.. _class_PhysicsTestMotionParameters3D_property_motion:
- :ref:`Vector3<class_Vector3>` **motion**
+-----------+----------------------+
| *Default* | ``Vector3(0, 0, 0)`` |
+-----------+----------------------+
| *Setter* | set_motion(value) |
+-----------+----------------------+
| *Getter* | get_motion() |
+-----------+----------------------+
Motion vector to define the length and direction of the motion to test.
----
.. _class_PhysicsTestMotionParameters3D_property_recovery_as_collision:
- :ref:`bool<class_bool>` **recovery_as_collision**
+-----------+------------------------------------------+
| *Default* | ``false`` |
+-----------+------------------------------------------+
| *Setter* | set_recovery_as_collision_enabled(value) |
+-----------+------------------------------------------+
| *Getter* | is_recovery_as_collision_enabled() |
+-----------+------------------------------------------+
If set to ``true``, any depenetration from the recovery phase is reported as a collision; this is used e.g. by :ref:`CharacterBody3D.move_and_slide<class_CharacterBody3D_method_move_and_slide>` for improving floor detection when floor snapping is disabled.
If set to ``false``, only collisions resulting from the motion are detected; this is used e.g. by :ref:`PhysicsBody3D.move_and_collide<class_PhysicsBody3D_method_move_and_collide>`.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`