mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
d776b6c154
Changes: - Rename few methods/property and group them in the editor when it's possible - Make MotionResult API consistency with KinematicCollision - Return a boolean in move_and_slide if there was a collision - New methods: - get_floor_angle on CharacterBody to get the floor angle. - get_angle on KinematicCollision to get the collision angle. - get_last_slide_collision to quickly get the latest collision of move_and_slide.
61 lines
3 KiB
XML
61 lines
3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="KinematicCollision2D" inherits="RefCounted" version="4.0">
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<brief_description>
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Collision data for [method PhysicsBody2D.move_and_collide] collisions.
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</brief_description>
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<description>
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Contains collision data for [method PhysicsBody2D.move_and_collide] collisions. When a [PhysicsBody2D] is moved using [method PhysicsBody2D.move_and_collide], it stops if it detects a collision with another body. If a collision is detected, a [KinematicCollision2D] 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="up_direction" type="Vector2" default="Vector2(0, -1)" />
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<description>
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The collision angle according to [code]up_direction[/code], which is [code]Vector2.UP[/code] by default. This value is always positive.
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</description>
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</method>
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</methods>
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<members>
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<member name="collider" type="Object" setter="" getter="get_collider">
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The colliding body.
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</member>
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<member name="collider_id" type="int" setter="" getter="get_collider_id" default="0">
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The colliding body's unique instance ID. See [method Object.get_instance_id].
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</member>
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<member name="collider_metadata" type="Variant" setter="" getter="get_collider_metadata">
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The colliding body's metadata. See [Object].
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</member>
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<member name="collider_rid" type="RID" setter="" getter="get_collider_rid">
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The colliding body's [RID] used by the [PhysicsServer2D].
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</member>
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<member name="collider_shape" type="Object" setter="" getter="get_collider_shape">
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The colliding body's shape.
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</member>
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<member name="collider_shape_index" type="int" setter="" getter="get_collider_shape_index" default="0">
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The colliding shape's index. See [CollisionObject2D].
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</member>
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<member name="collider_velocity" type="Vector2" setter="" getter="get_collider_velocity" default="Vector2(0, 0)">
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The colliding object's velocity.
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</member>
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<member name="local_shape" type="Object" setter="" getter="get_local_shape">
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The moving object's colliding shape.
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</member>
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<member name="normal" type="Vector2" setter="" getter="get_normal" default="Vector2(0, 0)">
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The colliding body's shape's normal at the point of collision.
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</member>
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<member name="position" type="Vector2" setter="" getter="get_position" default="Vector2(0, 0)">
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The point of collision, in global coordinates.
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</member>
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<member name="remainder" type="Vector2" setter="" getter="get_remainder" default="Vector2(0, 0)">
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The moving object's remaining movement vector.
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</member>
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<member name="travel" type="Vector2" setter="" getter="get_travel" default="Vector2(0, 0)">
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The distance the moving object traveled before collision.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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