Table of Contents

Class PhysicsMaterial

Holds physics-related properties of a surface, namely its roughness and bounciness.

Inheritance
PhysicsMaterial

Remarks

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

absorbent

If true, subtracts the bounciness from the colliding object's bounciness instead of adding it.

var absorbent : bool = false

Property Value

bool

Remarks

  • void set_absorbent(bool value)
  • bool is_absorbent

bounce

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.

var bounce : float = 0.0

Property Value

float

Remarks

friction

The body's friction. Values range from 0 (frictionless) to 1 (maximum friction).

var friction : float = 1.0

Property Value

float

Remarks

  • void set_friction(float value)
  • float get_friction

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.

var rough : bool = false

Property Value

bool

Remarks

  • void set_rough(bool value)
  • bool is_rough