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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
25 lines
1.6 KiB
XML
25 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsMaterial" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Holds physics-related properties of a surface, namely its roughness and bounciness.
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</brief_description>
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<description>
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Holds physics-related properties of a surface, namely its roughness and bounciness. This class is used to apply these properties to a physics body.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="absorbent" type="bool" setter="set_absorbent" getter="is_absorbent" default="false">
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If [code]true[/code], subtracts the bounciness from the colliding object's bounciness instead of adding it.
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</member>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0">
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The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
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The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
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</member>
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<member name="rough" type="bool" setter="set_rough" getter="is_rough" default="false">
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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>
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</members>
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</class>
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