virtualx-engine/scene/resources/physics_material.cpp

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/*************************************************************************/
/* physics_material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
2018-08-29 22:38:13 +02:00
#include "physics_material.h"
void PhysicsMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_friction", "friction"), &PhysicsMaterial::set_friction);
ClassDB::bind_method(D_METHOD("get_friction"), &PhysicsMaterial::get_friction);
ClassDB::bind_method(D_METHOD("set_rough", "rough"), &PhysicsMaterial::set_rough);
ClassDB::bind_method(D_METHOD("is_rough"), &PhysicsMaterial::is_rough);
ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &PhysicsMaterial::set_bounce);
ClassDB::bind_method(D_METHOD("get_bounce"), &PhysicsMaterial::get_bounce);
ClassDB::bind_method(D_METHOD("set_absorbent", "absorbent"), &PhysicsMaterial::set_absorbent);
ClassDB::bind_method(D_METHOD("is_absorbent"), &PhysicsMaterial::is_absorbent);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rough"), "set_rough", "is_rough");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_bounce", "get_bounce");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "absorbent"), "set_absorbent", "is_absorbent");
}
void PhysicsMaterial::set_friction(real_t p_val) {
friction = p_val;
emit_changed();
}
void PhysicsMaterial::set_rough(bool p_val) {
rough = p_val;
emit_changed();
}
void PhysicsMaterial::set_bounce(real_t p_val) {
bounce = p_val;
emit_changed();
}
void PhysicsMaterial::set_absorbent(bool p_val) {
absorbent = p_val;
emit_changed();
}