A physic material is a type of Asset that allows you to control how to surface of a PhysicObject will behave. It is used to adjust friction and bouncing effects (restitution) of two colliding objects (RigidBody). For SoftBody a physic material will allow you to control the flexibility (the linear stiffness) of each primitive.
See Also
Name | Description |
---|---|
asset | Parent Asset where the PhysicMaterial structure is maintained. |
Name | Description |
---|---|
friction | Coulomb coefficient to use for the Collider (RigidBody only). |
restitution | Controls the elasticity of the collision (RigidBody only). |
friction_combiner | The Combiner to use for friction. |
restitution_combiner | The Combiner to use for restitution. |
linear_stiffness | Controls how stiff the faces attached to this PhysicMaterial should be (SoftBody only). |
Constant values that enumerate the type of combiner the PhysicMaterial should use from friction
and restitution
.
kMultiply
: Multiply the two Collider PhysicMaterial values.kAverage
: Average the two Collider PhysicMaterial values.kMinimum
: Select the minimum PhysicMaterial values between the two Collider.kMaximum
: Select the maximum PhysicMaterial values between the two Collider.friction
(0.5) and restitution (0.0) values will be used.
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