/** * Contains collision data for [KinematicBody] collisions. When a [KinematicBody] is moved using [method KinematicBody.move_and_collide], it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision object is returned. * * 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. * */ declare class KinematicCollision extends Reference { /** * Contains collision data for [KinematicBody] collisions. When a [KinematicBody] is moved using [method KinematicBody.move_and_collide], it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision object is returned. * * 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. * */ new(): KinematicCollision; static "new"(): KinematicCollision /** The colliding body. */ collider: Object; /** The colliding body's unique instance ID. See [method Object.get_instance_id]. */ collider_id: int; /** The colliding body's metadata. See [Object]. */ collider_metadata: any; /** The colliding body's [RID] used by the [PhysicsServer]. */ collider_rid: RID; /** The colliding body's shape. */ collider_shape: Object; /** The colliding shape's index. See [CollisionObject]. */ collider_shape_index: int; /** The colliding object's velocity. */ collider_velocity: Vector3; /** The moving object's colliding shape. */ local_shape: Object; /** The colliding body's shape's normal at the point of collision. */ normal: Vector3; /** The point of collision, in global coordinates. */ position: Vector3; /** The moving object's remaining movement vector. */ remainder: Vector3; /** The distance the moving object traveled before collision. */ travel: Vector3; /** The collision angle according to [code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This value is always positive. */ get_angle(up_direction?: Vector3): float; connect>(signal: T, method: SignalFunction): number; }