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https://github.com/godotengine/godot.git
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3ae5687d48
-Physics servers test body motion use a class to hold parameters instead of multiple arguments to make it more readable and flexible since there are many options -Improved documentation for test body motion and kinematic collision -Removed read-only properties for body motion results (not handled in scripts, so they should be get_ methods only instead)
104 lines
4.6 KiB
XML
104 lines
4.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="KinematicCollision3D" inherits="RefCounted" version="4.0">
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<brief_description>
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Collision data for [method PhysicsBody3D.move_and_collide] collisions.
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</brief_description>
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<description>
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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.
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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.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_angle" qualifiers="const">
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<return type="float" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<argument index="1" name="up_direction" type="Vector3" default="Vector3(0, 1, 0)" />
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<description>
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Returns the collision angle according to [code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This value is always positive.
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</description>
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</method>
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<method name="get_collider" qualifiers="const">
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<return type="Object" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the colliding body's attached [Object] given a collision index (the deepest collision by default).
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</description>
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</method>
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<method name="get_collider_id" qualifiers="const">
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<return type="int" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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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].
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</description>
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</method>
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<method name="get_collider_rid" qualifiers="const">
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<return type="RID" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the colliding body's [RID] used by the [PhysicsServer3D] given a collision index (the deepest collision by default).
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</description>
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</method>
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<method name="get_collider_shape" qualifiers="const">
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<return type="Object" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the colliding body's shape given a collision index (the deepest collision by default).
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</description>
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</method>
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<method name="get_collider_shape_index" qualifiers="const">
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<return type="int" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the colliding body's shape index given a collision index (the deepest collision by default). See [CollisionObject3D].
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</description>
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</method>
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<method name="get_collider_velocity" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the colliding body's velocity given a collision index (the deepest collision by default).
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</description>
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</method>
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<method name="get_collision_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of detected collisions.
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</description>
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</method>
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<method name="get_local_shape" qualifiers="const">
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<return type="Object" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the moving object's colliding shape given a collision index (the deepest collision by default).
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</description>
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</method>
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<method name="get_normal" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default).
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</description>
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</method>
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<method name="get_position" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="collision_index" type="int" default="0" />
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<description>
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Returns the point of collision in global coordinates given a collision index (the deepest collision by default).
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</description>
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</method>
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<method name="get_remainder" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the moving object's remaining movement vector.
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</description>
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</method>
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<method name="get_travel" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the moving object's travel before collision.
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</description>
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</method>
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</methods>
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</class>
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