| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125 | :github_url: hide.. DO NOT EDIT THIS FILE!!!.. Generated automatically from Godot engine sources... Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py... XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsMaterial.xml... _class_PhysicsMaterial:PhysicsMaterial===============**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`Holds physics-related properties of a surface, namely its roughness and bounciness... rst-class:: classref-introduction-groupDescription-----------Holds physics-related properties of a surface, namely its roughness and bounciness. This class is used to apply these properties to a physics body... rst-class:: classref-reftable-groupProperties----------.. table::   :widths: auto   +---------------------------+------------------------------------------------------------+-----------+   | :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`` |   +---------------------------+------------------------------------------------------------+-----------+.. rst-class:: classref-section-separator----.. rst-class:: classref-descriptions-groupProperty Descriptions---------------------.. _class_PhysicsMaterial_property_absorbent:.. rst-class:: classref-property:ref:`bool<class_bool>` **absorbent** = ``false`` :ref:`🔗<class_PhysicsMaterial_property_absorbent>`.. rst-class:: classref-property-setget- |void| **set_absorbent**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_bool>` **is_absorbent**\ (\ )If ``true``, subtracts the bounciness from the colliding object's bounciness instead of adding it... rst-class:: classref-item-separator----.. _class_PhysicsMaterial_property_bounce:.. rst-class:: classref-property:ref:`float<class_float>` **bounce** = ``0.0`` :ref:`🔗<class_PhysicsMaterial_property_bounce>`.. rst-class:: classref-property-setget- |void| **set_bounce**\ (\ value\: :ref:`float<class_float>`\ )- :ref:`float<class_float>` **get_bounce**\ (\ )The body's bounciness. Values range from ``0`` (no bounce) to ``1`` (full bounciness).\ **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``... rst-class:: classref-item-separator----.. _class_PhysicsMaterial_property_friction:.. rst-class:: classref-property:ref:`float<class_float>` **friction** = ``1.0`` :ref:`🔗<class_PhysicsMaterial_property_friction>`.. rst-class:: classref-property-setget- |void| **set_friction**\ (\ value\: :ref:`float<class_float>`\ )- :ref:`float<class_float>` **get_friction**\ (\ )The body's friction. Values range from ``0`` (frictionless) to ``1`` (maximum friction)... rst-class:: classref-item-separator----.. _class_PhysicsMaterial_property_rough:.. rst-class:: classref-property:ref:`bool<class_bool>` **rough** = ``false`` :ref:`🔗<class_PhysicsMaterial_property_rough>`.. rst-class:: classref-property-setget- |void| **set_rough**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_bool>` **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.)`.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`.. |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.)`.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`.. |void| replace:: :abbr:`void (No return value.)`
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