KinematicCollision

Inherits: Reference < Object

Collision data for KinematicBody collisions.

Description

Contains collision data for KinematicBody collisions. When a KinematicBody is moved using KinematicBody.move_and_collide, it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision object is returned.

This object contains information about the collision, including the colliding object, the remaining motion, and the collision position. This information can be used to calculate a collision response.

Properties

Object

collider

int

collider_id

0

Variant

collider_metadata

RID

collider_rid

Object

collider_shape

int

collider_shape_index

0

Vector3

collider_velocity

Vector3( 0, 0, 0 )

Object

local_shape

Vector3

normal

Vector3( 0, 0, 0 )

Vector3

position

Vector3( 0, 0, 0 )

Vector3

remainder

Vector3( 0, 0, 0 )

Vector3

travel

Vector3( 0, 0, 0 )

Methods

float

get_angle ( Vector3 up_direction=Vector3( 0, 1, 0 ) ) const


Property Descriptions

Object collider

The colliding body.


int collider_id = 0

  • int get_collider_id ( )

The colliding body's unique instance ID. See Object.get_instance_id.


Variant collider_metadata

  • Variant get_collider_metadata ( )

The colliding body's metadata. See Object.


RID collider_rid

  • RID get_collider_rid ( )

The colliding body's RID used by the PhysicsServer.


Object collider_shape

  • Object get_collider_shape ( )

The colliding body's shape.


int collider_shape_index = 0

  • int get_collider_shape_index ( )

The colliding shape's index. See CollisionObject.


Vector3 collider_velocity = Vector3( 0, 0, 0 )

  • Vector3 get_collider_velocity ( )

The colliding object's velocity.


Object local_shape

The moving object's colliding shape.


Vector3 normal = Vector3( 0, 0, 0 )

The colliding body's shape's normal at the point of collision.


Vector3 position = Vector3( 0, 0, 0 )

The point of collision, in global coordinates.


Vector3 remainder = Vector3( 0, 0, 0 )

The moving object's remaining movement vector.


Vector3 travel = Vector3( 0, 0, 0 )

The distance the moving object traveled before collision.


Method Descriptions

float get_angle ( Vector3 up_direction=Vector3( 0, 1, 0 ) ) const

The collision angle according to up_direction, which is Vector3.UP by default. This value is always positive.