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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
26 lines
1.5 KiB
XML
26 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsMaterial" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A material for physics properties.
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</brief_description>
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<description>
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Provides a means of modifying the collision properties of a [PhysicsBody3D].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="absorbent" type="bool" setter="set_absorbent" getter="is_absorbent" default="false">
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If [code]true[/code], subtracts the bounciness from the colliding object's bounciness instead of adding it.
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</member>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0">
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The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
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The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
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</member>
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<member name="rough" type="bool" setter="set_rough" getter="is_rough" default="false">
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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.
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</member>
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</members>
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</class>
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