Param
Generic6DOFJoint3D.swift:22enum Paramenum Paramimport SwiftGodotFramework to write Godot Game Extensions using the Swift Programming Language.
class Generic6DOFJoint3DA physics joint that allows for complex movement and rotation between two 3D physics bodies.
case linearLowerLimitThe minimum difference between the pivot points’ axes.
case linearUpperLimitThe maximum difference between the pivot points’ axes.
case linearLimitSoftnessA factor applied to the movement across the axes. The lower, the slower the movement.
case linearRestitutionThe amount of restitution on the axes’ movement. The lower, the more momentum gets lost.
case linearDampingThe amount of damping that happens at the linear motion across the axes.
case linearMotorTargetVelocityThe velocity the linear motor will try to reach.
case linearMotorForceLimitThe maximum force the linear motor will apply while trying to reach the velocity target.
case linearSpringStiffnesscase linearSpringDampingcase linearSpringEquilibriumPointcase angularLowerLimitThe minimum rotation in negative direction to break loose and rotate around the axes.
case angularUpperLimitThe minimum rotation in positive direction to break loose and rotate around the axes.
case angularLimitSoftnessThe speed of all rotations across the axes.
case angularDampingThe amount of rotational damping across the axes. The lower, the more damping occurs.
case angularRestitutionThe amount of rotational restitution across the axes. The lower, the more restitution occurs.
case angularForceLimitThe maximum amount of force that can occur, when rotating around the axes.
case angularErpWhen rotating across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
case angularMotorTargetVelocityTarget speed for the motor at the axes.
case angularMotorForceLimitMaximum acceleration for the motor at the axes.
case angularSpringStiffnesscase angularSpringDampingcase angularSpringEquilibriumPointcase maxRepresents the size of the Param enum.
override class var godotClassName: StringName { get }final func getFlagX(flag: Generic6DOFJoint3D.Flag) -> Bool final func getFlagY(flag: Generic6DOFJoint3D.Flag) -> Bool final func getFlagZ(flag: Generic6DOFJoint3D.Flag) -> Bool final func getParamX(param: Generic6DOFJoint3D.Param) -> Double final func getParamY(param: Generic6DOFJoint3D.Param) -> Double final func getParamZ(param: Generic6DOFJoint3D.Param) -> Double final func setFlagX(flag: Generic6DOFJoint3D.Flag, value: Bool) final func setFlagY(flag: Generic6DOFJoint3D.Flag, value: Bool) final func setFlagZ(flag: Generic6DOFJoint3D.Flag, value: Bool) final func setParamX(param: Generic6DOFJoint3D.Param, value: Double) final func setParamY(param: Generic6DOFJoint3D.Param, value: Double) final func setParamZ(param: Generic6DOFJoint3D.Param, value: Double) enum Flagprotocol CaseIterableA type that provides a collection of all of its values.
protocol CustomDebugStringConvertibleA type with a customized textual representation suitable for debugging purposes.
protocol EquatableA type that can be compared for value equality.
protocol Hashable : EquatableA type that can be hashed into a Hasher to produce an integer hash value.
protocol RawRepresentable<RawValue>A type that can be converted to and from an associated raw value.
init?(rawValue: Int64) var debugDescription: String { get }A textual representation of this instance, suitable for debugging
var hashValue: Int { get }static func != (lhs: Self, rhs: Self) -> Bool Returns a Boolean value indicating whether two values are not equal.
func hash(into hasher: inout Hasher)