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73 lines
3.1 KiB
C++
73 lines
3.1 KiB
C++
#ifndef physics_material_override_H
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#define physics_material_override_H
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/*************************************************************************/
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/* physics_material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/object/resource.h"
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class PhysicsMaterial : public Resource {
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GDCLASS(PhysicsMaterial, Resource);
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OBJ_SAVE_TYPE(PhysicsMaterial);
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RES_BASE_EXTENSION("phymat");
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real_t friction;
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bool rough;
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real_t bounce;
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bool absorbent;
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protected:
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static void _bind_methods();
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public:
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void set_friction(real_t p_val);
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_FORCE_INLINE_ real_t get_friction() const { return friction; }
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void set_rough(bool p_val);
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_FORCE_INLINE_ bool is_rough() const { return rough; }
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_FORCE_INLINE_ real_t computed_friction() const {
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return rough ? -friction : friction;
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}
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void set_bounce(real_t p_val);
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_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
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void set_absorbent(bool p_val);
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_FORCE_INLINE_ bool is_absorbent() const { return absorbent; }
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_FORCE_INLINE_ real_t computed_bounce() const {
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return absorbent ? -bounce : bounce;
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}
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PhysicsMaterial();
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};
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#endif // physics_material_override_H
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