GLTFPhysicsBody

    Represents a GLTF physics body.

    GLTFPhysicsBody.swift:11
    class GLTFPhysicsBody

    Represents a physics body as defined by the OMI_physics_body GLTF extension. This class is an intermediary between the GLTF data and Godot’s nodes, and it’s abstracted in a way that allows adding support for different GLTF physics extensions in the future.

    Superclasses

    Citizens in SwiftGodot

    Conformances

    • protocol CustomStringConvertible

      A type with a customized textual representation.

    • protocol Equatable

      A type that can be compared for value equality.

    • protocol Hashable

      A type that can be hashed into a Hasher to produce an integer hash value.

    • protocol Identifiable<ID>

      A class of types whose instances hold the value of an entity with stable identity.

    • protocol VariantRepresentable

      Types that conform to VariantRepresentable can be stored directly in Variant with no conversion. These include all of the Variant types from Godot (for example GString, Rect, Plane), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.

    • protocol VariantStorable

      Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.

    Type members

    Instance members

    • var angularVelocity: Vector3

      The angular velocity of the physics body, in radians per second. This is only used when the body type is “rigid” or “vehicle”.

    • var bodyType: String

      The type of the body. When importing, this controls what type of CollisionObject3D node Godot should generate. Valid values are “static”, “kinematic”, “character”, “rigid”, “vehicle”, and “trigger”.

    • var centerOfMass: Vector3

      The center of mass of the body, in meters. This is in local space relative to the body. By default, the center of the mass is the body’s origin.

    • var inertiaTensor: Basis

      The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). This is only used when the body type is “rigid” or “vehicle”.

    • var linearVelocity: Vector3

      The linear velocity of the physics body, in meters per second. This is only used when the body type is “rigid” or “vehicle”.

    • var mass: Double

      The mass of the physics body, in kilograms. This is only used when the body type is “rigid” or “vehicle”.

    • func toDictionary() -> GDictionary

      Serializes this GLTFPhysicsBody instance into a GDictionary.

    • func toNode() -> CollisionObject3D?

      Converts this GLTFPhysicsBody instance into a Godot CollisionObject3D node.