godot/doc/classes/KinematicCollision3D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="KinematicCollision3D" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Collision data for [method PhysicsBody3D.move_and_collide] collisions.
</brief_description>
<description>
Contains collision data for [method PhysicsBody3D.move_and_collide] collisions. When a [PhysicsBody3D] is moved using [method PhysicsBody3D.move_and_collide], it stops if it detects a collision with another body. If a collision is detected, a [KinematicCollision3D] 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.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_angle" qualifiers="const">
<return type="float" />
<argument index="0" name="collision_index" type="int" default="0" />
<argument index="1" name="up_direction" type="Vector3" default="Vector3(0, 1, 0)" />
<description>
Returns the collision angle according to [code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This value is always positive.
</description>
</method>
<method name="get_collider" qualifiers="const">
<return type="Object" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
Returns the colliding body's attached [Object] given a collision index (the deepest collision by default).
</description>
</method>
<method name="get_collider_id" qualifiers="const">
<return type="int" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
Returns the unique instance ID of the colliding body's attached [Object] given a collision index (the deepest collision by default). See [method Object.get_instance_id].
</description>
</method>
<method name="get_collider_rid" qualifiers="const">
<return type="RID" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
Returns the colliding body's [RID] used by the [PhysicsServer3D] given a collision index (the deepest collision by default).
</description>
</method>
<method name="get_collider_shape" qualifiers="const">
<return type="Object" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
Returns the colliding body's shape given a collision index (the deepest collision by default).
</description>
</method>
<method name="get_collider_shape_index" qualifiers="const">
<return type="int" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
Returns the colliding body's shape index given a collision index (the deepest collision by default). See [CollisionObject3D].
</description>
</method>
<method name="get_collider_velocity" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
Returns the colliding body's velocity given a collision index (the deepest collision by default).
</description>
</method>
<method name="get_collision_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of detected collisions.
</description>
</method>
<method name="get_local_shape" qualifiers="const">
<return type="Object" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
Returns the moving object's colliding shape given a collision index (the deepest collision by default).
</description>
</method>
<method name="get_normal" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default).
</description>
</method>
<method name="get_position" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
Returns the point of collision in global coordinates given a collision index (the deepest collision by default).
</description>
</method>
<method name="get_remainder" qualifiers="const">
<return type="Vector3" />
<description>
Returns the moving object's remaining movement vector.
</description>
</method>
<method name="get_travel" qualifiers="const">
<return type="Vector3" />
<description>
Returns the moving object's travel before collision.
</description>
</method>
</methods>
</class>