Attention: Here be dragons (unstable version)
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Redot.
Checking the stable version of the documentation...
PhysicsMaterial
Inherits: Resource < RefCounted < Object
Holds physics-related properties of a surface, namely its roughness and bounciness.
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.
Properties
|
||
|
||
|
||
|
Property Descriptions
If true
, subtracts the bounciness from the colliding object's bounciness instead of adding it.
The body's bounciness. Values range from 0
(no bounce) to 1
(full bounciness).
Note: Even with 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 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
.
The body's friction. Values range from 0
(frictionless) to 1
(maximum friction).
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.