File: PhysicsMaterial.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsMaterial" inherits="Resource" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		A material for physics properties.
	</brief_description>
	<description>
		Provides a means of modifying the collision properties of a [PhysicsBody].
	</description>
	<tutorials>
	</tutorials>
	<methods>
	</methods>
	<members>
		<member name="absorbent" type="bool" setter="set_absorbent" getter="is_absorbent" default="false">
			If [code]true[/code], subtracts the bounciness from the colliding object's bounciness instead of adding it.
		</member>
		<member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0">
			The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
		</member>
		<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
			The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
		</member>
		<member name="rough" type="bool" setter="set_rough" getter="is_rough" default="false">
			If [code]true[/code], the physics engine will use the friction of the object marked as "rough" when two objects collide. If [code]false[/code], the physics engine will use the lowest friction of all colliding objects instead. If [code]true[/code] for both colliding objects, the physics engine will use the highest friction.
		</member>
	</members>
	<constants>
	</constants>
</class>