PhysicsMaterial
Holds physics-related properties of a surface, namely its roughness and bounciness.
PhysicsMaterial.swift:17class 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
class Resource
Base class for serializable objects.
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 exampleGString
,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) to1
(full bounciness).var friction: Double
The body’s friction. Values range from
0
(frictionless) to1
(maximum friction).var rough: Bool
If
true
, the physics engine will use the friction of the object marked as “rough” when two objects collide. Iffalse
, the physics engine will use the lowest friction of all colliding objects instead. Iftrue
for both colliding objects, the physics engine will use the highest friction.