1c1524a651
Can't stop, won't stop, they said, huh?
25 lines
1.5 KiB
XML
25 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsMaterial" inherits="Resource" version="4.1" 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>
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<description>
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Provides a means of modifying the collision properties of a [PhysicsBody3D].
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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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