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    Class PhysicalMaterial

    Physical materials are used to define the response of a physical object when interacting dynamically with the world.

    Inheritance
    Object
    ScriptingObject
    PhysicalMaterial
    Inherited Members
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    ScriptingObject::_type
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    ISerializable::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    PhysicalMaterial
    ScriptingObject::DestroyManaged()
    Object::Flags
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    ScriptingObject::GetClass()
    ScriptingObject::GetID()
    ScriptingObject::GetManagedInstance()
    ScriptingObject::GetOrCreateManagedInstance()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    ScriptingObject::HasManagedInstance()
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    ScriptingObject::IsRegistered()
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    ScriptingObject::OnDeleteObject()
    ScriptingObject::OnManagedInstanceDeleted()
    ScriptingObject::OnScriptingDispose()
    ScriptingObject::RegisterObject()
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    ISerializable::Serialize(SerializeStream& stream, const void* otherObj)
    PhysicalMaterial
    PhysicalMaterial
    ScriptingObject::SetManagedInstance(MObject* instance)
    PhysicalMaterial
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    ScriptingObject::ToString()
    ScriptingObject::UnregisterObject()
    ISerializable::~ISerializable()
    Object::~Object()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Physics/PhysicalMaterial.h
    Syntax
    public class PhysicalMaterial : public ScriptingObject, public ISerializable

    Constructors

    ~PhysicalMaterial()

    Declaration
    public ~PhysicalMaterial()

    Fields

    Density

    Physical material density in kilograms per cubic meter (kg/m^3). Higher density means a higher weight of the object using this material. Wood is around 700, water is 1000, steel is around 8000.

    Declaration
    public float Density = 1000.0f
    Field Value
    float

    Friction

    The friction value of surface, controls how easily things can slide on this surface.

    Declaration
    public float Friction = 0.7f
    Field Value
    float

    FrictionCombineMode

    The friction combine mode, controls how friction is computed for multiple materials.

    Declaration
    public PhysicsCombineMode FrictionCombineMode = PhysicsCombineMode::Average
    Field Value
    PhysicsCombineMode

    OverrideFrictionCombineMode

    If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the Physics settings.

    Declaration
    public bool OverrideFrictionCombineMode = false
    Field Value
    bool

    OverrideRestitutionCombineMode

    If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the Physics settings.

    Declaration
    public bool OverrideRestitutionCombineMode = false
    Field Value
    bool

    Restitution

    The restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).

    Declaration
    public float Restitution = 0.3f
    Field Value
    float

    RestitutionCombineMode

    The restitution combine mode, controls how restitution is computed for multiple materials.

    Declaration
    public PhysicsCombineMode RestitutionCombineMode = PhysicsCombineMode::Average
    Field Value
    PhysicsCombineMode

    Tag

    Physical material tag used to identify it (eg. Surface.Wood). Can be used to play proper footstep sounds when walking over object with that material.

    Declaration
    public Tag Tag
    Field Value
    Tag

    Methods

    GetPhysicsMaterial()

    Gets the PhysX material.

    Declaration
    public void* GetPhysicsMaterial()
    Returns
    void

    The native material object.

    UpdatePhysicsMaterial()

    Updates the physics material (after any property change).

    Declaration
    public void UpdatePhysicsMaterial()
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