Documentation
¶
Overview ¶
Package KinematicCollision2D provides methods for working with KinematicCollision2D object instances.
Index ¶
- type Advanced
- type Any
- type Expanded
- type Extension
- type ID
- type Instance
- func (self Instance) AsKinematicCollision2D() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) GetAngle() Angle.Radians
- func (self Instance) GetCollider() Object.Instance
- func (self Instance) GetColliderId() int
- func (self Instance) GetColliderRid() RID.Body2D
- func (self Instance) GetColliderShape() Object.Instance
- func (self Instance) GetColliderShapeIndex() int
- func (self Instance) GetColliderVelocity() Vector2.XY
- func (self Instance) GetDepth() Float.X
- func (self Instance) GetLocalShape() Object.Instance
- func (self Instance) GetNormal() Vector2.XY
- func (self Instance) GetPosition() Vector2.XY
- func (self Instance) GetRemainder() Vector2.XY
- func (self Instance) GetTravel() Vector2.XY
- func (self Instance) ID() ID
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Expanded ¶
type Expanded [1]gdclass.KinematicCollision2D
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsKinematicCollision2D ¶
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.KinematicCollision2D
Holds collision data from the movement of a [PhysicsBody2D], usually from [method PhysicsBody2D.move_and_collide]. When a [PhysicsBody2D] is moved, it stops if it detects a collision with another body. If a collision is detected, a [KinematicCollision2D] 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.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsKinematicCollision2D ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) GetAngle ¶
Returns the collision angle according to [param up_direction], which is [constant Vector2.UP] by default. This value is always positive.
func (Instance) GetCollider ¶
Returns the colliding body's attached [Object].
func (Instance) GetColliderId ¶
Returns the unique instance ID of the colliding body's attached [Object]. See [method Object.get_instance_id].
func (Instance) GetColliderRid ¶
Returns the colliding body's [RID] used by the [PhysicsServer2D].
func (Instance) GetColliderShape ¶
Returns the colliding body's shape.
func (Instance) GetColliderShapeIndex ¶
Returns the colliding body's shape index. See [CollisionObject2D].
func (Instance) GetColliderVelocity ¶
Returns the colliding body's velocity.
func (Instance) GetDepth ¶
Returns the colliding body's length of overlap along the collision normal.
func (Instance) GetLocalShape ¶
Returns the moving object's colliding shape.
func (Instance) GetPosition ¶
Returns the point of collision in global coordinates.
func (Instance) GetRemainder ¶
Returns the moving object's remaining movement vector.