add get_depth() to KinematicCollision3D as same of 2D
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@ -550,6 +550,7 @@ public:
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struct MotionResult {
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Vector3 travel;
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Vector3 remainder;
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real_t collision_depth = 0.0;
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real_t collision_safe_fraction = 0.0;
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real_t collision_unsafe_fraction = 0.0;
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