PhysicsMaterial

继承: Resource < RefCounted < Object

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

描述

Holds physics-related properties of a surface, namely its roughness and bounciness. This class is used to apply these properties to a physics body.

属性


属性说明

bool absorbent = false

  • void set_absorbent ( value: bool )
  • bool is_absorbent ( )

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


float bounce = 0.0

  • void set_bounce ( value: float )
  • float get_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.


float friction = 1.0

  • void set_friction ( value: float )
  • float get_friction ( )

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


bool rough = false

  • void set_rough ( value: bool )
  • 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.

1

本方法通常需要用户覆盖才能生效。

2

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。