godot/scene/resources/physics_material.h

71 lines
3.4 KiB
C++

/*************************************************************************/
/* physics_material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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_override_H
#define physics_material_override_H
#include "resource.h"
#include "servers/physics_server.h"
class PhysicsMaterial : public Resource {
GDCLASS(PhysicsMaterial, Resource);
OBJ_SAVE_TYPE(PhysicsMaterial);
RES_BASE_EXTENSION("PhyMat");
real_t bounce;
PhysicsServer::CombineMode bounce_combine_mode;
real_t friction;
PhysicsServer::CombineMode friction_combine_mode;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
void set_bounce(real_t p_val);
_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
void set_bounce_combine_mode(PhysicsServer::CombineMode p_val);
_FORCE_INLINE_ PhysicsServer::CombineMode get_bounce_combine_mode() const { return bounce_combine_mode; }
void set_friction(real_t p_val);
_FORCE_INLINE_ real_t get_friction() const { return friction; }
void set_friction_combine_mode(PhysicsServer::CombineMode p_val);
_FORCE_INLINE_ PhysicsServer::CombineMode get_friction_combine_mode() const { return friction_combine_mode; }
PhysicsMaterial();
};
#endif // physics_material_override_H