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126 lines
5.4 KiB
ReStructuredText
126 lines
5.4 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsMaterial.xml.
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.. _class_PhysicsMaterial:
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PhysicsMaterial
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===============
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**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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Holds physics-related properties of a surface, namely its roughness and bounciness.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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Holds physics-related properties of a surface, namely its roughness and bounciness. This class is used to apply these properties to a physics body.
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.. rst-class:: classref-reftable-group
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Properties
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----------
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.. table::
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:widths: auto
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+---------------------------+------------------------------------------------------------+-----------+
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| :ref:`bool<class_bool>` | :ref:`absorbent<class_PhysicsMaterial_property_absorbent>` | ``false`` |
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+---------------------------+------------------------------------------------------------+-----------+
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| :ref:`float<class_float>` | :ref:`bounce<class_PhysicsMaterial_property_bounce>` | ``0.0`` |
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+---------------------------+------------------------------------------------------------+-----------+
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| :ref:`float<class_float>` | :ref:`friction<class_PhysicsMaterial_property_friction>` | ``1.0`` |
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+---------------------------+------------------------------------------------------------+-----------+
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| :ref:`bool<class_bool>` | :ref:`rough<class_PhysicsMaterial_property_rough>` | ``false`` |
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+---------------------------+------------------------------------------------------------+-----------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Property Descriptions
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---------------------
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.. _class_PhysicsMaterial_property_absorbent:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **absorbent** = ``false`` :ref:`🔗<class_PhysicsMaterial_property_absorbent>`
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.. rst-class:: classref-property-setget
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- |void| **set_absorbent**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_absorbent**\ (\ )
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If ``true``, subtracts the bounciness from the colliding object's bounciness instead of adding it.
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicsMaterial_property_bounce:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **bounce** = ``0.0`` :ref:`🔗<class_PhysicsMaterial_property_bounce>`
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.. rst-class:: classref-property-setget
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- |void| **set_bounce**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_bounce**\ (\ )
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The body's bounciness. Values range from ``0`` (no bounce) to ``1`` (full bounciness).
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\ **Note:** Even with :ref:`bounce<class_PhysicsMaterial_property_bounce>` set to ``1.0``, some energy will be lost over time due to linear and angular damping. To have a physics body that preserves all its energy over time, set :ref:`bounce<class_PhysicsMaterial_property_bounce>` to ``1.0``, the body's linear damp mode to **Replace** (if applicable), its linear damp to ``0.0``, its angular damp mode to **Replace** (if applicable), and its angular damp to ``0.0``.
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicsMaterial_property_friction:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **friction** = ``1.0`` :ref:`🔗<class_PhysicsMaterial_property_friction>`
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.. rst-class:: classref-property-setget
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- |void| **set_friction**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_friction**\ (\ )
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The body's friction. Values range from ``0`` (frictionless) to ``1`` (maximum friction).
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicsMaterial_property_rough:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **rough** = ``false`` :ref:`🔗<class_PhysicsMaterial_property_rough>`
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.. rst-class:: classref-property-setget
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- |void| **set_rough**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_rough**\ (\ )
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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.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
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.. |void| replace:: :abbr:`void (No return value.)`
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