<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicsTestMotionParameters2D" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Parameters to be sent to a 2D body motion test. </brief_description> <description> This class contains parameters used in [method PhysicsServer2D.body_test_motion]. </description> <tutorials> </tutorials> <members> <member name="collide_separation_ray" type="bool" setter="set_collide_separation_ray_enabled" getter="is_collide_separation_ray_enabled" default="false"> 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. 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. </member> <member name="exclude_bodies" type="RID[]" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> Optional array of body [RID] to exclude from collision. </member> <member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id]. </member> <member name="from" type="Transform2D" setter="set_from" getter="get_from" default="Transform2D(1, 0, 0, 1, 0, 0)"> Transform in global space where the motion should start. Usually set to [member Node2D.global_transform] for the current body's transform. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.08"> Increases the size of the shapes involved in the collision detection. </member> <member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2(0, 0)"> Motion vector to define the length and direction of the motion to test. </member> <member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false"> 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. If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behaviour. </member> </members> </class>