1/**************************************************************************/
2/* physics_material.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef PHYSICS_MATERIAL_H
32#define PHYSICS_MATERIAL_H
33
34#include "core/io/resource.h"
35#include "servers/physics_server_3d.h"
36
37class PhysicsMaterial : public Resource {
38 GDCLASS(PhysicsMaterial, Resource);
39 OBJ_SAVE_TYPE(PhysicsMaterial);
40 RES_BASE_EXTENSION("phymat");
41
42 real_t friction = 1.0;
43 bool rough = false;
44 real_t bounce = 0.0;
45 bool absorbent = false;
46
47protected:
48 static void _bind_methods();
49
50public:
51 void set_friction(real_t p_val);
52 _FORCE_INLINE_ real_t get_friction() const { return friction; }
53
54 void set_rough(bool p_val);
55 _FORCE_INLINE_ bool is_rough() const { return rough; }
56
57 _FORCE_INLINE_ real_t computed_friction() const {
58 return rough ? -friction : friction;
59 }
60
61 void set_bounce(real_t p_val);
62 _FORCE_INLINE_ real_t get_bounce() const { return bounce; }
63
64 void set_absorbent(bool p_val);
65 _FORCE_INLINE_ bool is_absorbent() const { return absorbent; }
66
67 _FORCE_INLINE_ real_t computed_bounce() const {
68 return absorbent ? -bounce : bounce;
69 }
70
71 PhysicsMaterial() {}
72};
73
74#endif // PHYSICS_MATERIAL_H
75