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 | |
get_collider ( int collision_index=0 ) const | |
get_collider_id ( int collision_index=0 ) const | |
get_collider_rid ( int collision_index=0 ) const | |
get_collider_shape ( int collision_index=0 ) const | |
get_collider_shape_index ( int collision_index=0 ) const | |
get_collider_velocity ( int collision_index=0 ) const | |
get_collision_count ( ) const | |
get_depth ( ) const | |
get_local_shape ( int collision_index=0 ) const | |
get_normal ( int collision_index=0 ) const | |
get_position ( int collision_index=0 ) const | |
get_remainder ( ) const | |
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).
int get_collider_id ( int collision_index=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 ( int collision_index=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 ( int collision_index=0 ) const
Returns the colliding body’s shape given a collision index (the deepest collision by default).
int get_collider_shape_index ( int collision_index=0 ) const
Returns the colliding body’s shape index given a collision index (the deepest collision by default). See CollisionObject3D.
Vector3 get_collider_velocity ( int collision_index=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.
float get_depth ( ) const
Returns the colliding body’s length of overlap along the collision normal.
Object get_local_shape ( int collision_index=0 ) const
Returns the moving object’s colliding shape given a collision index (the deepest collision by default).
Vector3 get_normal ( int collision_index=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 ( int collision_index=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.
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
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