godot/scene/resources/physics_material.h

75 lines
3.2 KiB
C++

/*************************************************************************/
/* physics_material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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