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
| float | get_angle\ (\ collision_index: int = 0, up_direction: Vector3 = Vector3(0, 1, 0)\ ) const |
|---|---|
| Object | get_collider\ (\ collision_index: int = 0\ ) const |
| int | get_collider_id\ (\ collision_index: int = 0\ ) const |
| RID | get_collider_rid\ (\ collision_index: int = 0\ ) const |
| Object | get_collider_shape\ (\ collision_index: int = 0\ ) const |
| int | get_collider_shape_index\ (\ collision_index: int = 0\ ) const |
| Vector3 | get_collider_velocity\ (\ collision_index: int = 0\ ) const |
| int | get_collision_count\ (\ ) const |
| float | get_depth\ (\ ) const |
| Object | get_local_shape\ (\ collision_index: int = 0\ ) const |
| Vector3 | get_normal\ (\ collision_index: int = 0\ ) const |
| Vector3 | get_position\ (\ collision_index: int = 0\ ) const |
| Vector3 | get_remainder\ (\ ) const |
| Vector3 | get_travel\ (\ ) const |
Method Descriptions
float get_angle\ (\ collision_index: int = 0, up_direction: Vector3 = 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\ (\ collision_index: int = 0\ ) const 🔗
Returns the colliding body's attached Object given a collision index (the deepest collision by default).
int get_collider_id\ (\ collision_index: int = 0\ ) const 🔗
Returns the unique instance ID of the colliding body's attached Object given a collision index (the deepest collision by default). See Object.get_instance_id().
RID get_collider_rid\ (\ collision_index: int = 0\ ) const 🔗
Returns the colliding body's RID used by the PhysicsServer3D given a collision index (the deepest collision by default).
Object get_collider_shape\ (\ collision_index: int = 0\ ) const 🔗
Returns the colliding body's shape given a collision index (the deepest collision by default).
int get_collider_shape_index\ (\ collision_index: int = 0\ ) const 🔗
Returns the colliding body's shape index given a collision index (the deepest collision by default). See CollisionObject3D.
Vector3 get_collider_velocity\ (\ collision_index: int = 0\ ) const 🔗
Returns the colliding body's velocity given a collision index (the deepest collision by default).
int get_collision_count\ (\ ) const 🔗
Returns the number of detected collisions.
Returns the colliding body's length of overlap along the collision normal.
Object get_local_shape\ (\ collision_index: int = 0\ ) const 🔗
Returns the moving object's colliding shape given a collision index (the deepest collision by default).
Vector3 get_normal\ (\ collision_index: int = 0\ ) 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_position\ (\ collision_index: int = 0\ ) const 🔗
Returns the point of collision in global coordinates given a collision index (the deepest collision by default).
Vector3 get_remainder\ (\ ) const 🔗
Returns the moving object's remaining movement vector.
Vector3 get_travel\ (\ ) const 🔗
Returns the moving object's travel before collision.