Up to date
This page is up to date for Redot 4.3
.
If you still find outdated information, please create an issue.
KinematicCollision3DΒΆ
Inherits: RefCounted < Object
Holds collision data from the movement of a PhysicsBody3D.
DescriptionΒΆ
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.
MethodsΒΆ
get_angle(collision_index: int = 0, up_direction: Vector3 = Vector3(0, 1, 0)) const |
|
get_collider(collision_index: int = 0) const |
|
get_collider_id(collision_index: int = 0) const |
|
get_collider_rid(collision_index: int = 0) const |
|
get_collider_shape(collision_index: int = 0) const |
|
get_collider_shape_index(collision_index: int = 0) const |
|
get_collider_velocity(collision_index: int = 0) const |
|
get_collision_count() const |
|
get_depth() const |
|
get_local_shape(collision_index: int = 0) const |
|
get_normal(collision_index: int = 0) const |
|
get_position(collision_index: int = 0) const |
|
get_remainder() const |
|
get_travel() const |
Method DescriptionsΒΆ
float get_angle(collision_index: int = 0, up_direction: Vector3 = Vector3(0, 1, 0)) const π
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 π
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 π
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 π
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 π
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 π
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 π
Returns the colliding body's velocity given a collision index (the deepest collision by default).
int get_collision_count() const π
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 π
Returns the moving object's colliding shape given a collision index (the deepest collision by default).
Vector3 get_normal(collision_index: int = 0) const π
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 π
Returns the point of collision in global coordinates given a collision index (the deepest collision by default).
Vector3 get_remainder() const π
Returns the moving object's remaining movement vector.
Vector3 get_travel() const π
Returns the moving object's travel before collision.