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authorVorblen <Alex.Gorichev@protonmail.com>2020-06-15 12:36:43 +0100
committerVorblen <Alex.Gorichev@protonmail.com>2020-06-15 12:36:43 +0100
commit8acdbaa4f27e3ce013995e9b6e2577326f1c7669 (patch)
tree86875554683b468d6c870a8a1ce7a4c8883aa865
parent1642effe5bf2f208ca7ef55b7246069d2e8cf23c (diff)
Add description for "absorbent" and "rough"
-rw-r--r--doc/classes/PhysicsMaterial.xml2
1 files changed, 2 insertions, 0 deletions
diff --git a/doc/classes/PhysicsMaterial.xml b/doc/classes/PhysicsMaterial.xml
index 6410626496..0889c238dc 100644
--- a/doc/classes/PhysicsMaterial.xml
+++ b/doc/classes/PhysicsMaterial.xml
@@ -12,6 +12,7 @@
</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).
@@ -20,6 +21,7 @@
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>