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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "Physics/BsPhysicsMaterial.h"
- #include "Private/RTTI/BsPhysicsMaterialRTTI.h"
- #include "Resources/BsResources.h"
- #include "Physics/BsPhysics.h"
- namespace bs
- {
- HPhysicsMaterial PhysicsMaterial::create(float staticFriction, float dynamicFriction, float restitution)
- {
- SPtr<PhysicsMaterial> newMaterial = _createPtr(staticFriction, dynamicFriction, restitution);
- return static_resource_cast<PhysicsMaterial>(gResources()._createResourceHandle(newMaterial));
- }
- SPtr<PhysicsMaterial> PhysicsMaterial::_createPtr(float staticFriction, float dynamicFriction, float restitution)
- {
- SPtr<PhysicsMaterial> 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();
- }
- }
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