Class KinematicCollision3D
Holds collision data from the movement of a PhysicsBody3D.
- Inheritance
-
KinematicCollision3D
Remarks
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, Vector3)
Qualifiers: const
Returns the collision angle according to up_direction
, which is UP by default. This value is always positive.
float get_angle(int collision_index, Vector3 up_direction)
Parameters
get_collider(int)
Qualifiers: const
Returns the colliding body's attached Object given a collision index (the deepest collision by default).
Object get_collider(int collision_index)
Parameters
collision_index
int
get_collider_id(int)
Qualifiers: const
Returns the unique instance ID of the colliding body's attached Object given a collision index (the deepest collision by default). See get_instance_id.
int get_collider_id(int collision_index)
Parameters
collision_index
int
get_collider_rid(int)
Qualifiers: const
Returns the colliding body's RID used by the PhysicsServer3D given a collision index (the deepest collision by default).
RID get_collider_rid(int collision_index)
Parameters
collision_index
int
get_collider_shape(int)
Qualifiers: const
Returns the colliding body's shape given a collision index (the deepest collision by default).
Object get_collider_shape(int collision_index)
Parameters
collision_index
int
get_collider_shape_index(int)
Qualifiers: const
Returns the colliding body's shape index given a collision index (the deepest collision by default). See CollisionObject3D.
int get_collider_shape_index(int collision_index)
Parameters
collision_index
int
get_collider_velocity(int)
Qualifiers: const
Returns the colliding body's velocity given a collision index (the deepest collision by default).
Vector3 get_collider_velocity(int collision_index)
Parameters
collision_index
int
get_collision_count
Qualifiers: const
Returns the number of detected collisions.
int get_collision_count
get_depth
Qualifiers: const
Returns the colliding body's length of overlap along the collision normal.
float get_depth
get_local_shape(int)
Qualifiers: const
Returns the moving object's colliding shape given a collision index (the deepest collision by default).
Object get_local_shape(int collision_index)
Parameters
collision_index
int
get_normal(int)
Qualifiers: const
Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default).
Vector3 get_normal(int collision_index)
Parameters
collision_index
int
get_position(int)
Qualifiers: const
Returns the point of collision in global coordinates given a collision index (the deepest collision by default).
Vector3 get_position(int collision_index)
Parameters
collision_index
int
get_remainder
Qualifiers: const
Returns the moving object's remaining movement vector.
Vector3 get_remainder
get_travel
Qualifiers: const
Returns the moving object's travel before collision.
Vector3 get_travel