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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

float

get_angle(collision_index: int = 0, up_direction: Vector3 = Vector3(0, 1, 0)) const

Object

get_collider(collision_index: int = 0) const

int

get_collider_id(collision_index: int = 0) const

RID

get_collider_rid(collision_index: int = 0) const

Object

get_collider_shape(collision_index: int = 0) const

int

get_collider_shape_index(collision_index: int = 0) const

Vector3

get_collider_velocity(collision_index: int = 0) const

int

get_collision_count() const

float

get_depth() const

Object

get_local_shape(collision_index: int = 0) const

Vector3

get_normal(collision_index: int = 0) const

Vector3

get_position(collision_index: int = 0) const

Vector3

get_remainder() const

Vector3

get_travel() const


Method DescriptionsΒΆ

float get_angle(collision_index: int = 0, up_direction: Vector3 = Vector3(0, 1, 0)) const πŸ”—

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 πŸ”—

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 πŸ”—

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 πŸ”—

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 πŸ”—

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 πŸ”—

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 πŸ”—

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


int get_collision_count() const πŸ”—

Returns the number of detected collisions.


float get_depth() const πŸ”—

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


Object get_local_shape(collision_index: int = 0) const πŸ”—

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


Vector3 get_normal(collision_index: int = 0) const πŸ”—

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 πŸ”—

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


Vector3 get_remainder() const πŸ”—

Returns the moving object's remaining movement vector.


Vector3 get_travel() const πŸ”—

Returns the moving object's travel before collision.