Holds collision data from the movement of a [PhysicsBody3D].
Holds collision data from the movement of a [PhysicsBody3D], usually from [method 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.
Returns the collision angle according to [param up_direction], which is [constant Vector3.UP] by default. This value is always positive.
Returns the colliding body's attached [Object] given a collision index (the deepest collision by default).
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].
Returns the colliding body's [RID] used by the [PhysicsServer3D] given a collision index (the deepest collision by default).
Returns the colliding body's shape given a collision index (the deepest collision by default).
Returns the colliding body's shape index given a collision index (the deepest collision by default). See [CollisionObject3D].
Returns the colliding body's velocity given a collision index (the deepest collision by default).
Returns the number of detected collisions.
Returns the colliding body's length of overlap along the collision normal.
Returns the moving object's colliding shape given a collision index (the deepest collision by default).
Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default).
Returns the point of collision in global coordinates given a collision index (the deepest collision by default).
Returns the moving object's remaining movement vector.
Returns the moving object's travel before collision.