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- /**************************************************************************/
- /* physics_material.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef PHYSICS_MATERIAL_H
- #define PHYSICS_MATERIAL_H
- #include "core/io/resource.h"
- #include "servers/physics_server_3d.h"
- class PhysicsMaterial : public Resource {
- GDCLASS(PhysicsMaterial, Resource);
- OBJ_SAVE_TYPE(PhysicsMaterial);
- RES_BASE_EXTENSION("phymat");
- real_t friction = 1.0;
- bool rough = false;
- real_t bounce = 0.0;
- bool absorbent = false;
- protected:
- static void _bind_methods();
- public:
- void set_friction(real_t p_val);
- _FORCE_INLINE_ real_t get_friction() const { return friction; }
- void set_rough(bool p_val);
- _FORCE_INLINE_ bool is_rough() const { return rough; }
- _FORCE_INLINE_ real_t computed_friction() const {
- return rough ? -friction : friction;
- }
- void set_bounce(real_t p_val);
- _FORCE_INLINE_ real_t get_bounce() const { return bounce; }
- void set_absorbent(bool p_val);
- _FORCE_INLINE_ bool is_absorbent() const { return absorbent; }
- _FORCE_INLINE_ real_t computed_bounce() const {
- return absorbent ? -bounce : bounce;
- }
- PhysicsMaterial() {}
- };
- #endif // PHYSICS_MATERIAL_H
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