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/*************************************************************************/
/*  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/io/resource.h"
#include "servers/physics_server_3d.h"

class PhysicsMaterial : public Resource {
	GDCLASS(PhysicsMaterial, Resource);
	OBJ_SAVE_TYPE(PhysicsMaterial);
	RES_BASE_EXTENSION("phymat");

	real_t friction = 1.0;
	bool rough = false;
	real_t bounce = 0.0;
	bool absorbent = false;

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