Instance Propertymigueldeicaza.swiftgodot 0.45.0SwiftGodot
axisLockAngularZ
Lock the body’s rotation in the Z axis.
PhysicsBody3D.swift:80final var axisLockAngularZ: Bool { get set }
Other members in extension
Type members
Instance members
var axisLockAngularX: Bool
Lock the body’s rotation in the X axis.
var axisLockAngularY: Bool
Lock the body’s rotation in the Y axis.
var axisLockLinearX: Bool
Lock the body’s linear movement in the X axis.
var axisLockLinearY: Bool
Lock the body’s linear movement in the Y axis.
var axisLockLinearZ: Bool
Lock the body’s linear movement in the Z axis.
func addCollisionExceptionWith(body: Node?
) Adds a body to the list of bodies that this body can’t collide with.
func getCollisionExceptions(
) -> ObjectCollection<PhysicsBody3D> Returns an array of nodes that were added as collision exceptions for this body.
func moveAndCollide(motion: Vector3, testOnly: Bool, safeMargin: Double, recoveryAsCollision: Bool, maxCollisions: Int32
) -> KinematicCollision3D? Moves the body along the vector
motion
. In order to be frame rate independent in_physicsProcess(delta:)
or_process(delta:)
,motion
should be computed usingdelta
.func removeCollisionExceptionWith(body: Node?
) Removes a body from the list of bodies that this body can’t collide with.
func testMove(from: Transform3D, motion: Vector3, collision: KinematicCollision3D?, safeMargin: Double, recoveryAsCollision: Bool, maxCollisions: Int32
) -> Bool Checks for collisions without moving the body. In order to be frame rate independent in
_physicsProcess(delta:)
or_process(delta:)
,motion
should be computed usingdelta
.