//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsScriptEnginePrerequisites.h" #include "BsScriptResource.h" #include "BsPhysicsMaterial.h" namespace BansheeEngine { /** Interop class between C++ & CLR for PhysicsMaterial. */ class BS_SCR_BE_EXPORT ScriptPhysicsMaterial : public TScriptResource { public: SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "PhysicsMaterial") private: friend class ScriptResourceManager; ScriptPhysicsMaterial(MonoObject* instance, const HPhysicsMaterial& material); /** Creates an empty, uninitialized managed instance of the resource interop object. */ static MonoObject* createInstance(); /************************************************************************/ /* CLR HOOKS */ /************************************************************************/ static void internal_CreateInstance(MonoObject* instance, float staticFriction, float dynamicFriction, float restitution); static float internal_GetStaticFriction(ScriptPhysicsMaterial* thisPtr); static void internal_SetStaticFriction(ScriptPhysicsMaterial* thisPtr, float value); static float internal_GetDynamicFriction(ScriptPhysicsMaterial* thisPtr); static void internal_SetDynamicFriction(ScriptPhysicsMaterial* thisPtr, float value); static float internal_GetRestitution(ScriptPhysicsMaterial* thisPtr); static void internal_SetRestitution(ScriptPhysicsMaterial* thisPtr, float value); }; }