GLTFPhysicsShape

    Represents a GLTF physics shape.

    GLTFPhysicsShape.swift:11
    class GLTFPhysicsShape

    Represents a physics shape as defined by the OMI_collider 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 height: Double

      The height of the shape, in meters. This is only used when the shape type is “capsule” or “cylinder”. This value should not be negative, and for “capsule” it should be at least twice the radius.

    • var importerMesh: ImporterMesh?

      The ImporterMesh resource of the shape. This is only used when the shape type is “hull” (convex hull) or “trimesh” (concave trimesh).

    • var isTrigger: Bool

      If true, indicates that this shape is a trigger. For Godot, this means that the shape should be a child of an Area3D node.

    • var meshIndex: Int32

      The index of the shape’s mesh in the GLTF file. This is only used when the shape type is “hull” (convex hull) or “trimesh” (concave trimesh).

    • var radius: Double

      The radius of the shape, in meters. This is only used when the shape type is “capsule”, “cylinder”, or “sphere”. This value should not be negative.

    • var shapeType: String

      The type of shape this shape represents. Valid values are “box”, “capsule”, “cylinder”, “sphere”, “hull”, and “trimesh”.

    • var size: Vector3

      The size of the shape, in meters. This is only used when the shape type is “box”, and it represents the “diameter” of the box. This value should not be negative.

    • func toDictionary() -> GDictionary

      Serializes this GLTFPhysicsShape instance into a GDictionary.

    • func toNode(cacheShapes: Bool) -> CollisionShape3D?

      Converts this GLTFPhysicsShape instance into a Godot CollisionShape3D node.