| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475 | /*************************************************************************//*  physics_material.h                                                   *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2020 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 "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_override_H
 |