//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "Physics/BsPhysicsMaterial.h" #include "RTTI/BsPhysicsMaterialRTTI.h" #include "Resources/BsResources.h" #include "Physics/BsPhysics.h" namespace bs { HPhysicsMaterial PhysicsMaterial::create(float staticFriction, float dynamicFriction, float restitution) { SPtr newMaterial = _createPtr(staticFriction, dynamicFriction, restitution); return static_resource_cast(gResources()._createResourceHandle(newMaterial)); } SPtr PhysicsMaterial::_createPtr(float staticFriction, float dynamicFriction, float restitution) { SPtr newMaterial = gPhysics().createMaterial(staticFriction, dynamicFriction, restitution); newMaterial->_setThisPtr(newMaterial); newMaterial->initialize(); return newMaterial; } RTTITypeBase* PhysicsMaterial::getRTTIStatic() { return PhysicsMaterialRTTI::instance(); } RTTITypeBase* PhysicsMaterial::getRTTI() const { return getRTTIStatic(); } }