pandemonium_engine_docs/classes/class_physicsmaterial.rst

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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the PhysicsMaterial.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_PhysicsMaterial:
PhysicsMaterial
===============
**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
A material for physics properties.
Description
-----------
Provides a means of modifying the collision properties of a :ref:`PhysicsBody<class_PhysicsBody>`.
Properties
----------
+---------------------------+------------------------------------------------------------+-----------+
| :ref:`bool<class_bool>` | :ref:`absorbent<class_PhysicsMaterial_property_absorbent>` | ``false`` |
+---------------------------+------------------------------------------------------------+-----------+
| :ref:`float<class_float>` | :ref:`bounce<class_PhysicsMaterial_property_bounce>` | ``0.0`` |
+---------------------------+------------------------------------------------------------+-----------+
| :ref:`float<class_float>` | :ref:`friction<class_PhysicsMaterial_property_friction>` | ``1.0`` |
+---------------------------+------------------------------------------------------------+-----------+
| :ref:`bool<class_bool>` | :ref:`rough<class_PhysicsMaterial_property_rough>` | ``false`` |
+---------------------------+------------------------------------------------------------+-----------+
Property Descriptions
---------------------
.. _class_PhysicsMaterial_property_absorbent:
- :ref:`bool<class_bool>` **absorbent**
+-----------+----------------------+
| *Default* | ``false`` |
+-----------+----------------------+
| *Setter* | set_absorbent(value) |
+-----------+----------------------+
| *Getter* | is_absorbent() |
+-----------+----------------------+
If ``true``, subtracts the bounciness from the colliding object's bounciness instead of adding it.
----
.. _class_PhysicsMaterial_property_bounce:
- :ref:`float<class_float>` **bounce**
+-----------+-------------------+
| *Default* | ``0.0`` |
+-----------+-------------------+
| *Setter* | set_bounce(value) |
+-----------+-------------------+
| *Getter* | get_bounce() |
+-----------+-------------------+
The body's bounciness. Values range from ``0`` (no bounce) to ``1`` (full bounciness).
----
.. _class_PhysicsMaterial_property_friction:
- :ref:`float<class_float>` **friction**
+-----------+---------------------+
| *Default* | ``1.0`` |
+-----------+---------------------+
| *Setter* | set_friction(value) |
+-----------+---------------------+
| *Getter* | get_friction() |
+-----------+---------------------+
The body's friction. Values range from ``0`` (frictionless) to ``1`` (maximum friction).
----
.. _class_PhysicsMaterial_property_rough:
- :ref:`bool<class_bool>` **rough**
+-----------+------------------+
| *Default* | ``false`` |
+-----------+------------------+
| *Setter* | set_rough(value) |
+-----------+------------------+
| *Getter* | is_rough() |
+-----------+------------------+
If ``true``, the physics engine will use the friction of the object marked as "rough" when two objects collide. If ``false``, the physics engine will use the lowest friction of all colliding objects instead. If ``true`` for both colliding objects, the physics engine will use the highest friction.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`