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Generic6DOFJoint Properties

The Generic6DOFJoint type exposes the following members.

Properties
  NameDescription
Public property_ImportPath (Inherited from Node.)
Public propertyAngularLimitX__damping

The amount of rotational damping across the X axis.

The lower, the longer an impulse from one side takes to travel to the other side.

Public propertyAngularLimitX__enabled

If true, rotation across the X axis is limited.

Public propertyAngularLimitX__erp

When rotating across the X axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.

Public propertyAngularLimitX__forceLimit

The maximum amount of force that can occur, when rotating around the X axis.

Public propertyAngularLimitX__lowerAngle

The minimum rotation in negative direction to break loose and rotate around the X axis.

Public propertyAngularLimitX__restitution

The amount of rotational restitution across the X axis. The lower, the more restitution occurs.

Public propertyAngularLimitX__softness

The speed of all rotations across the X axis.

Public propertyAngularLimitX__upperAngle

The minimum rotation in positive direction to break loose and rotate around the X axis.

Public propertyAngularLimitY__damping

The amount of rotational damping across the Y axis. The lower, the more dampening occurs.

Public propertyAngularLimitY__enabled

If true, rotation across the Y axis is limited.

Public propertyAngularLimitY__erp

When rotating across the Y axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.

Public propertyAngularLimitY__forceLimit

The maximum amount of force that can occur, when rotating around the Y axis.

Public propertyAngularLimitY__lowerAngle

The minimum rotation in negative direction to break loose and rotate around the Y axis.

Public propertyAngularLimitY__restitution

The amount of rotational restitution across the Y axis. The lower, the more restitution occurs.

Public propertyAngularLimitY__softness

The speed of all rotations across the Y axis.

Public propertyAngularLimitY__upperAngle

The minimum rotation in positive direction to break loose and rotate around the Y axis.

Public propertyAngularLimitZ__damping

The amount of rotational damping across the Z axis. The lower, the more dampening occurs.

Public propertyAngularLimitZ__enabled

If true, rotation across the Z axis is limited.

Public propertyAngularLimitZ__erp

When rotating across the Z axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.

Public propertyAngularLimitZ__forceLimit

The maximum amount of force that can occur, when rotating around the Z axis.

Public propertyAngularLimitZ__lowerAngle

The minimum rotation in negative direction to break loose and rotate around the Z axis.

Public propertyAngularLimitZ__restitution

The amount of rotational restitution across the Z axis. The lower, the more restitution occurs.

Public propertyAngularLimitZ__softness

The speed of all rotations across the Z axis.

Public propertyAngularLimitZ__upperAngle

The minimum rotation in positive direction to break loose and rotate around the Z axis.

Public propertyAngularMotorX__enabled

If true, a rotating motor at the X axis is enabled.

Public propertyAngularMotorX__forceLimit

Maximum acceleration for the motor at the X axis.

Public propertyAngularMotorX__targetVelocity

Target speed for the motor at the X axis.

Public propertyAngularMotorY__enabled

If true, a rotating motor at the Y axis is enabled.

Public propertyAngularMotorY__forceLimit

Maximum acceleration for the motor at the Y axis.

Public propertyAngularMotorY__targetVelocity

Target speed for the motor at the Y axis.

Public propertyAngularMotorZ__enabled

If true, a rotating motor at the Z axis is enabled.

Public propertyAngularMotorZ__forceLimit

Maximum acceleration for the motor at the Z axis.

Public propertyAngularMotorZ__targetVelocity

Target speed for the motor at the Z axis.

Public propertyAngularSpringX__damping
Public propertyAngularSpringX__enabled
Public propertyAngularSpringX__equilibriumPoint
Public propertyAngularSpringX__stiffness
Public propertyAngularSpringY__damping
Public propertyAngularSpringY__enabled
Public propertyAngularSpringY__equilibriumPoint
Public propertyAngularSpringY__stiffness
Public propertyAngularSpringZ__damping
Public propertyAngularSpringZ__enabled
Public propertyAngularSpringZ__equilibriumPoint
Public propertyAngularSpringZ__stiffness
Public propertyCollision__excludeNodes

If true, the two bodies of the nodes are not able to collide with each other.

(Inherited from Joint.)
Public propertyCustomMultiplayer

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

(Inherited from Node.)
Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyEditorDescription (Inherited from Node.)
Public propertyFilename

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

(Inherited from Node.)
Public propertyGizmo

The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor.

(Inherited from Spatial.)
Public propertyGlobalTransform

World space (global) Transform of this node.

(Inherited from Spatial.)
Public propertyLinearLimitX__damping

The amount of damping that happens at the X motion.

Public propertyLinearLimitX__enabled

If true, the linear motion across the X axis is limited.

Public propertyLinearLimitX__lowerDistance

The minimum difference between the pivot points' X axis.

Public propertyLinearLimitX__restitution

The amount of restitution on the X axis movement. The lower, the more momentum gets lost.

Public propertyLinearLimitX__softness

A factor applied to the movement across the X axis. The lower, the slower the movement.

Public propertyLinearLimitX__upperDistance

The maximum difference between the pivot points' X axis.

Public propertyLinearLimitY__damping

The amount of damping that happens at the Y motion.

Public propertyLinearLimitY__enabled

If true, the linear motion across the Y axis is limited.

Public propertyLinearLimitY__lowerDistance

The minimum difference between the pivot points' Y axis.

Public propertyLinearLimitY__restitution

The amount of restitution on the Y axis movement. The lower, the more momentum gets lost.

Public propertyLinearLimitY__softness

A factor applied to the movement across the Y axis. The lower, the slower the movement.

Public propertyLinearLimitY__upperDistance

The maximum difference between the pivot points' Y axis.

Public propertyLinearLimitZ__damping

The amount of damping that happens at the Z motion.

Public propertyLinearLimitZ__enabled

If true, the linear motion across the Z axis is limited.

Public propertyLinearLimitZ__lowerDistance

The minimum difference between the pivot points' Z axis.

Public propertyLinearLimitZ__restitution

The amount of restitution on the Z axis movement. The lower, the more momentum gets lost.

Public propertyLinearLimitZ__softness

A factor applied to the movement across the Z axis. The lower, the slower the movement.

Public propertyLinearLimitZ__upperDistance

The maximum difference between the pivot points' Z axis.

Public propertyLinearMotorX__enabled

If true, then there is a linear motor on the X axis. It will attempt to reach the target velocity while staying within the force limits.

Public propertyLinearMotorX__forceLimit

The maximum force the linear motor can apply on the X axis while trying to reach the target velocity.

Public propertyLinearMotorX__targetVelocity

The speed that the linear motor will attempt to reach on the X axis.

Public propertyLinearMotorY__enabled

If true, then there is a linear motor on the Y axis. It will attempt to reach the target velocity while staying within the force limits.

Public propertyLinearMotorY__forceLimit

The maximum force the linear motor can apply on the Y axis while trying to reach the target velocity.

Public propertyLinearMotorY__targetVelocity

The speed that the linear motor will attempt to reach on the Y axis.

Public propertyLinearMotorZ__enabled

If true, then there is a linear motor on the Z axis. It will attempt to reach the target velocity while staying within the force limits.

Public propertyLinearMotorZ__forceLimit

The maximum force the linear motor can apply on the Z axis while trying to reach the target velocity.

Public propertyLinearMotorZ__targetVelocity

The speed that the linear motor will attempt to reach on the Z axis.

Public propertyLinearSpringX__damping
Public propertyLinearSpringX__enabled
Public propertyLinearSpringX__equilibriumPoint
Public propertyLinearSpringX__stiffness
Public propertyLinearSpringY__damping
Public propertyLinearSpringY__enabled
Public propertyLinearSpringY__equilibriumPoint
Public propertyLinearSpringY__stiffness
Public propertyLinearSpringZ__damping
Public propertyLinearSpringZ__enabled
Public propertyLinearSpringZ__equilibriumPoint
Public propertyLinearSpringZ__stiffness
Public propertyMultiplayer

The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree).

(Inherited from Node.)
Public propertyName

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.

Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed.

(Inherited from Node.)
Public propertyNativeInstance (Inherited from Object.)
Public propertyNodes__nodeA

The node attached to the first side (A) of the joint.

(Inherited from Joint.)
Public propertyNodes__nodeB

The node attached to the second side (B) of the joint.

(Inherited from Joint.)
Public propertyOwner

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.

(Inherited from Node.)
Public propertyPauseMode

Pause mode. How the node will behave if the SceneTree is paused.

(Inherited from Node.)
Public propertyProcessPriority

The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.

(Inherited from Node.)
Public propertyRotation

Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.

(Inherited from Spatial.)
Public propertyRotationDegrees

Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

(Inherited from Spatial.)
Public propertyScale

Scale part of the local transformation.

(Inherited from Spatial.)
Public propertySolver__priority

The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.

(Inherited from Joint.)
Public propertyTransform

Local space Transform of this node, with respect to the parent node.

(Inherited from Spatial.)
Public propertyTranslation

Local translation of this node.

(Inherited from Spatial.)
Public propertyVisible

If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true).

(Inherited from Spatial.)
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