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, */ |
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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 | |
37 | class 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 | |
47 | protected: |
48 | static void _bind_methods(); |
49 | |
50 | public: |
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 | |