godot/doc/classes/PhysicsMaterial.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsMaterial" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Holds physics-related properties of a surface, namely its roughness and bounciness.
</brief_description>
<description>
Holds physics-related properties of a surface, namely its roughness and bounciness. This class is used to apply these properties to a physics body.
</description>
<tutorials>
</tutorials>
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<members>
<member name="absorbent" type="bool" setter="set_absorbent" getter="is_absorbent" default="false">
If [code]true[/code], subtracts the bounciness from the colliding object's bounciness instead of adding it.
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</member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0">
The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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</member>
<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
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</member>
<member name="rough" type="bool" setter="set_rough" getter="is_rough" default="false">
If [code]true[/code], the physics engine will use the friction of the object marked as "rough" when two objects collide. If [code]false[/code], the physics engine will use the lowest friction of all colliding objects instead. If [code]true[/code] for both colliding objects, the physics engine will use the highest friction.
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</member>
</members>
</class>