/*************************************************************************/ /* physics_material.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /*************************************************************************/ #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::REAL, "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::REAL, "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(); } PhysicsMaterial::PhysicsMaterial() : friction(1), rough(false), bounce(0), absorbent(false) {}