Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Holds collision data from the movement of a PhysicsBody3D.
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.
get_collision_count ( ) const
get_depth ( ) const
get_remainder ( ) const
get_travel ( ) const
Returns the collision angle according to
up_direction, which is Vector3.UP by default. This value is always positive.
Returns the colliding body's attached Object given a collision index (the deepest collision by default).
Returns the colliding body's shape given a collision index (the deepest collision by default).
Returns the colliding body's shape index given a collision index (the deepest