Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
KinematicCollision2D¶
Inherits: RefCounted < Object
Holds collision data from the movement of a PhysicsBody2D.
Description¶
Holds collision data from the movement of a PhysicsBody2D, usually from PhysicsBody2D.move_and_collide. When a PhysicsBody2D is moved, it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision2D 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_collider ( ) const |
|
get_collider_id ( ) const |
|
get_collider_rid ( ) const |
|
get_collider_shape ( ) const |
|
get_collider_shape_index ( ) const |
|
get_collider_velocity ( ) const |
|
get_depth ( ) const |
|
get_local_shape ( ) const |
|
get_normal ( ) const |
|
get_position ( ) const |
|
get_remainder ( ) const |
|
get_travel ( ) const |
Method Descriptions¶
float get_angle ( Vector2 up_direction=Vector2(0, -1) ) const
Returns the collision angle according to up_direction
, which is Vector2.UP by default. This value is always positive.
Object get_collider ( ) const
Returns the colliding body's attached Object.
int get_collider_id ( ) const
Returns the unique instance ID of the colliding body's attached Object. See Object.get_instance_id.
RID get_collider_rid ( ) const
Returns the colliding body's RID used by the