/*************************************************************************/ /* physics_material.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef PHYSICS_MATERIAL_H #define PHYSICS_MATERIAL_H #include "core/resource.h" #include "servers/physics_server.h" class PhysicsMaterial : public Resource { GDCLASS(PhysicsMaterial, Resource); OBJ_SAVE_TYPE(PhysicsMaterial); RES_BASE_EXTENSION("phymat"); real_t friction; bool rough; real_t bounce; bool absorbent; 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