Inheritance #
- AudioServer
- CameraServer
- ClassDB
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- Node (21)
- OS
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- Performance
- PhysicsDirectBodyState2D (1)
- PhysicsDirectBodyState3D (1)
- PhysicsDirectSpaceState2D (1)
- PhysicsDirectSpaceState3D (1)
- PhysicsServer2D (1)
- PhysicsServer2DManager
- PhysicsServer3D (1)
- PhysicsServer3DManager
- PhysicsServer3DRendering
ServerHandler
- ProjectSettings
- RefCounted (121)
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- RenderingDevice
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- AESContext
- AStar2D
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- AudioEffectInstance (1)
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- AudioStreamPlayback (5)
- CameraFeed
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- ConfigFile
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- ENetConnection
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- EditorDebuggerSession
- EditorExportPlatform (6)
- EditorExportPlugin
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- EditorFeatureProfile
- EditorFileSystemImportFormatSupportQuery
- EditorInspectorPlugin
- EditorResourceConversionPlugin
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- EditorSceneFormatImporter (4)
- EditorScenePostImport
- EditorScenePostImportPlugin
- EditorScript
- EditorTranslationParserPlugin
- EncodedObjectAsID
- EngineProfiler
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- GLTFObjectModelProperty
- HMACContext
- HTTPClient
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- ImageFormatLoader (1)
- JavaClass
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- Lightmapper (1)
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- Mutex
- NavigationPathQueryParameters2D
- NavigationPathQueryParameters3D
- NavigationPathQueryResult2D
- NavigationPathQueryResult3D
- Node3DGizmo (1)
- OggPacketSequencePlayback
- OpenXRAPIExtension
- PCKPacker
- PackedDataContainerRef
- PacketPeer (8)
- PhysicsPointQueryParameters2D
- PhysicsPointQueryParameters3D
- PhysicsRayQueryParameters2D
- PhysicsRayQueryParameters3D
- PhysicsShapeQueryParameters2D
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- PhysicsTestMotionParameters2D
- PhysicsTestMotionParameters3D
- PhysicsTestMotionResult2D
- PhysicsTestMotionResult3D
- RDAttachmentFormat
- RDFramebufferPass
- RDPipelineColorBlendState
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- RDPipelineDepthStencilState
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- RDShaderSource
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- RDTextureView
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- RandomNumberGenerator
- RegEx
- RegExMatch
- RenderSceneBuffers (2)
- RenderSceneBuffersConfiguration
- Resource (103)
- ResourceFormatLoader
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- ResourceImporter (16)
- SceneState
- SceneTreeTimer
- Semaphore
- SkinReference
- StreamPeer (5)
- SurfaceTool
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- TextLine
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- TextServer (1)
- Thread
- TranslationDomain
- TriangleMesh
- Tween
- Tweener (5)
- UDPServer
- UPNP
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- WeakRef
- WebRTCPeerConnection (1)
- XMLParser
- XRInterface (4)
- XRPose
- XRTracker (2)
- ZIPPacker
- ZIPReader
- Animation
- AnimationLibrary
- AnimationNode (6)
- AnimationNodeStateMachinePlayback
- AnimationNodeStateMachineTransition
- AudioBusLayout
- AudioEffect (17)
- AudioStream (10)
- BitMap
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- CameraAttributes (2)
- ColorPalette
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- Curve
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- EditorNode3DGizmoPlugin
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- GLTFDocument (1)
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- GLTFMesh
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- GLTFSkeleton
- GLTFSkin
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- GLTFState (1)
- GLTFTexture
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- Material (9)
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- MeshLibrary
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- Noise (1)
- Occluder3D (5)
- OccluderPolygon2D
- OggPacketSequence
- OpenXRAction
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- OpenXRActionSet
- OpenXRBindingModifier (2)
- OpenXRHapticBase (1)
- OpenXRIPBinding
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- PackedDataContainer
- PackedScene
- PhysicsMaterial
- PolygonPathFinder
- RDShaderFile
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- RichTextEffect
- SceneReplicationConfig
- Script (3)
- Shader (1)
- ShaderInclude
- Shape2D (8)
- Shape3D (9)
- Shortcut
- SkeletonModification2D (7)
- SkeletonModificationStack2D
- SkeletonProfile (1)
- Skin
- Sky
- SpriteFrames
- StyleBox (4)
- SyntaxHighlighter (2)
- Texture (3)
- Theme
- TileMapPattern
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- TileSetSource (2)
- Translation (1)
- VideoStream (1)
- VideoStreamPlayback
- VisualShaderNode (62)
- VoxelGIData
- World2D
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- X509Certificate
Table of contents
PhysicsMaterial #
is_refcounted, is_instantiable, resource, core, not_builtin_classes
Holds physics-related properties of a surface, namely its roughness and bounciness.
Holds physics-related properties of a surface, namely its roughness and bounciness. This class is used to apply these properties to a physics body.
Members #
var absorbent: bool = false#
If true, subtracts the bounciness from the colliding object's bounciness instead of adding it.
var bounce: float = 0.0#
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 friction: float = 1.0#
The body's friction. Values range from 0 (frictionless) to 1 (maximum friction).
var rough: bool = false#
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.
Methods #