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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "PhysicsMaterial" inherits= "Resource" version= "3.6" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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A material for physics properties.
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</brief_description>
<description >
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Provides a means of modifying the collision properties of a [PhysicsBody].
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</description>
<tutorials >
</tutorials>
<methods >
</methods>
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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>
</members>
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<constants >
</constants>
</class>