SliderJoint Properties |
The SliderJoint type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
AngularLimit__damping | The amount of damping of the rotation when the limit is surpassed. A lower damping value allows a rotation initiated by body A to travel to body B slower. | |
AngularLimit__lowerAngle | The lower limit of rotation in the slider. | |
AngularLimit__restitution | The amount of restitution of the rotation when the limit is surpassed. Does not affect damping. | |
AngularLimit__softness | A factor applied to the all rotation once the limit is surpassed. Makes all rotation slower when between 0 and 1. | |
AngularLimit__upperAngle | The upper limit of rotation in the slider. | |
AngularMotion__damping | The amount of damping of the rotation in the limits. | |
AngularMotion__restitution | The amount of restitution of the rotation in the limits. | |
AngularMotion__softness | A factor applied to the all rotation in the limits. | |
AngularOrtho__damping | The amount of damping of the rotation across axes orthogonal to the slider. | |
AngularOrtho__restitution | The amount of restitution of the rotation across axes orthogonal to the slider. | |
AngularOrtho__softness | A factor applied to the all rotation across axes orthogonal to the slider. | |
Collision__excludeNodes | If true, the two bodies of the nodes are not able to collide with each other. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
Gizmo | The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor. | |
GlobalTransform | World space (global) Transform of this node. | |
LinearLimit__damping | The amount of damping that happens once the limit defined by LinearLimit__lowerDistance and LinearLimit__upperDistance is surpassed. | |
LinearLimit__lowerDistance | The minimum difference between the pivot points on their X axis before damping happens. | |
LinearLimit__restitution | The amount of restitution once the limits are surpassed. The lower, the more velocity-energy gets lost. | |
LinearLimit__softness | A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement. | |
LinearLimit__upperDistance | The maximum difference between the pivot points on their X axis before damping happens. | |
LinearMotion__damping | The amount of damping inside the slider limits. | |
LinearMotion__restitution | The amount of restitution inside the slider limits. | |
LinearMotion__softness | A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement. | |
LinearOrtho__damping | The amount of damping when movement is across axes orthogonal to the slider. | |
LinearOrtho__restitution | The amount of restitution when movement is across axes orthogonal to the slider. | |
LinearOrtho__softness | A factor applied to the movement across axes orthogonal to the slider. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | 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. | |
NativeInstance | (Inherited from Object.) | |
Nodes__nodeA | The node attached to the first side (A) of the joint. | |
Nodes__nodeB | The node attached to the second side (B) of the joint. | |
Owner | 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. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
ProcessPriority | 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. | |
Rotation | 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. | |
RotationDegrees | Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). | |
Scale | Scale part of the local transformation. | |
Solver__priority | The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority. | |
Transform | Local space Transform of this node, with respect to the parent node. | |
Translation | Local translation of this node. | |
Visible | 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). |