virtualx-engine/doc/classes/PhysicsMaterial.xml

27 lines
2 KiB
XML
Raw Normal View History

<?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>
2018-08-21 00:35:30 +02:00
<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.
2018-08-21 00:35:30 +02:00
</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).
[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy will be lost over time due to linear and angular damping. To have a [PhysicsBody3D] that preserves all its energy over time, set [member bounce] to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if applicable), its linear damp to [code]0.0[/code], its angular damp mode to [b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code].
2018-08-21 00:35:30 +02:00
</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).
2018-08-21 00:35:30 +02:00
</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.
2018-08-21 00:35:30 +02:00
</member>
</members>
</class>