Files
godot-docs-l10n/classes/es/class_physicsmaterial.rst
Rémi Verschelde cf78697eea Add localized class reference as pre-generated RST files
Currently including `zh_CN` and `es` which both have very high completion
ratios. Others will be added once they reach a significant percentage too.

These RST files will be used by godot-docs in place of its `classes` folder
after we sync with https://github.com/godotengine/godot-docs/pull/5458.

The update workflow is manual for now (example for `zh_CN`):

- Build `godotengine/godot` in the branch we currently track (now `3.x`)
- Run `godot --doctool -l zh_CN`
- Run `cd doc && make rst LANGARG=zh_CN`
- Copy `doc/_build/rst/*` to `classes/zh_CN/` here
- Make sure to have `classes/zh_CN/index.rst` copied from `docs/classes`
2021-12-21 16:07:55 +01:00

102 lines
3.9 KiB
ReStructuredText

:github_url: hide
.. 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>`
Un material para las propiedades físicas.
Descripción
----------------------
Provides a means of modifying the collision properties of a :ref:`PhysicsBody<class_PhysicsBody>`.
Propiedades
----------------------
+---------------------------+------------------------------------------------------------+-----------+
| :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`` |
+---------------------------+------------------------------------------------------------+-----------+
Descripciones de Propiedades
--------------------------------------------------------
.. _class_PhysicsMaterial_property_absorbent:
- :ref:`bool<class_bool>` **absorbent**
+-----------+----------------------+
| *Default* | ``false`` |
+-----------+----------------------+
| *Setter* | set_absorbent(value) |
+-----------+----------------------+
| *Getter* | is_absorbent() |
+-----------+----------------------+
Si ``true``, resta el rebote del rebote del objeto que colisiona en lugar de agregarlo.
----
.. _class_PhysicsMaterial_property_bounce:
- :ref:`float<class_float>` **bounce**
+-----------+-------------------+
| *Default* | ``0.0`` |
+-----------+-------------------+
| *Setter* | set_bounce(value) |
+-----------+-------------------+
| *Getter* | get_bounce() |
+-----------+-------------------+
El rebote del cuerpo. Los valores van desde ``0`` (sin rebote) hasta ``1`` (rebote completo).
----
.. _class_PhysicsMaterial_property_friction:
- :ref:`float<class_float>` **friction**
+-----------+---------------------+
| *Default* | ``1.0`` |
+-----------+---------------------+
| *Setter* | set_friction(value) |
+-----------+---------------------+
| *Getter* | get_friction() |
+-----------+---------------------+
La fricción del cuerpo. Los valores van desde ``0`` (sin fricción) hasta ``1`` (fricción máxima).
----
.. _class_PhysicsMaterial_property_rough:
- :ref:`bool<class_bool>` **rough**
+-----------+------------------+
| *Default* | ``false`` |
+-----------+------------------+
| *Setter* | set_rough(value) |
+-----------+------------------+
| *Getter* | is_rough() |
+-----------+------------------+
Si ``true``, el motor de la física utilizará la fricción del objeto marcado como "áspero" cuando dos objetos colisionen. Si ``false``, el motor de física usará la menor fricción de todos los objetos que colisionen en su lugar. Si ``true`` para ambos objetos que colisionan, el motor de física utilizará la fricción más alta.
.. |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.)`