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Holds collision data from the movement of a PhysicsBody3D.

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.

float get_angle<>( int collision_index=0, collision_index:int=0, Vector3=, Vector3:=, 1=, 1:=, 0 )=, ):0=, ):float

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, collision_index:int=0, ):Object

Returns the colliding body's attached Object given a collision index (the deepest collision by default).

int get_collider_id<>( int collision_index=0, collision_index:int=0, ):int

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, collision_index:int=0, ):RID

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, collision_index:int=0, ):Object

Returns the colliding body's shape given a collision index (the deepest collision by default).

int get_collider_shape_index<>( int collision_index=0, collision_index:int=0, ):int

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, collision_index:int=0, ):Vector3

Returns the colliding body's velocity given a collision index (the deepest collision by default).

int get_collision_count<>():int

Returns the number of detected collisions.

float get_depth<>():float

Returns the colliding body's length of overlap along the collision normal.

Object get_local_shape<>( int collision_index=0, collision_index:int=0, ):Object

Returns the moving object's colliding shape given a collision index (the deepest collision by default).

Vector3 get_normal<>( int collision_index=0, collision_index:int=0, ):Vector3

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, collision_index:int=0, ):Vector3

Returns the point of collision in global coordinates given a collision index (the deepest collision by default).

Vector3 get_remainder<>():Vector3

Returns the moving object's remaining movement vector.

Vector3 get_travel<>():Vector3

Returns the moving object's travel before collision.




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