Add description for "absorbent" and "rough"

(cherry picked from commit 8acdbaa4f2)
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Vorblen 2020-06-15 12:36:43 +01:00 committed by Rémi Verschelde
parent 5200ff03d2
commit f46624030c
1 changed files with 2 additions and 0 deletions

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@ -12,6 +12,7 @@
</methods> </methods>
<members> <members>
<member name="absorbent" type="bool" setter="set_absorbent" getter="is_absorbent" default="false"> <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.
</member> </member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0"> <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). The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
@ -20,6 +21,7 @@
The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
</member> </member>
<member name="rough" type="bool" setter="set_rough" getter="is_rough" default="false"> <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.
</member> </member>
</members> </members>
<constants> <constants>