PhysicsMaterial

    Holds physics-related properties of a surface, namely its roughness and bounciness.

    PhysicsMaterial.swift:17
    class PhysicsMaterial

    Holds physics-related properties of a surface, namely its roughness and bounciness. This class is used to apply these properties to a physics body.

    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 absorbent: Bool

      If true, subtracts the bounciness from the colliding object’s bounciness instead of adding it.

    • var bounce: Double

      The body’s bounciness. Values range from 0 (no bounce) to 1 (full bounciness).

    • var friction: Double

      The body’s friction. Values range from 0 (frictionless) to 1 (maximum friction).

    • var rough: Bool

      If true, the physics engine will use the friction of the object marked as “rough” when two objects collide. If false, the physics engine will use the lowest friction of all colliding objects instead. If true for both colliding objects, the physics engine will use the highest friction.