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	 d776b6c154
			
		
	
	
		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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