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KinematicCollision3D¶
Inherits: RefCounted < Object
Holds collision data from the movement of a PhysicsBody3D.
Description¶
Holds collision data from the movement of a PhysicsBody3D, usually from PhysicsBody3D.move_and_collide. When a PhysicsBody3D is moved, it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision3D object is returned.
The collision data includes the colliding object, the remaining motion, and the collision position. This data can be used to determine a custom response to the collision.
Methods¶
get_angle ( int collision_index=0, Vector3 up_direction=Vector3(0, 1, 0) ) const |
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get_collider ( int collision_index=0 ) const |
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get_collider_id ( int collision_index=0 ) const |
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get_collider_rid ( int collision_index=0 ) const |
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get_collider_shape ( int collision_index=0 ) const |
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get_collider_shape_index ( int collision_index=0 ) const |
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get_collider_velocity ( int collision_index=0 ) const |
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get_collision_count ( ) const |
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get_depth ( ) const |
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get_local_shape ( int collision_index=0 ) const |
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get_normal ( int collision_index=0 ) const |
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get_position ( int collision_index=0 ) const |
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get_remainder ( ) const |
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get_travel ( ) const |
Method Descriptions¶
float get_angle ( int collision_index=0, Vector3 up_direction=Vector3(0, 1, 0) ) const
Returns the collision angle according to up_direction
, which is Vector3.UP by default. This value is always positive.
Object get_collider ( int collision_index=0 ) const
Returns the colliding body's attached Object given a collision index (the deepest collision by default).