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fe52458154
Happy new year to the wonderful Godot community!
71 lines
3.6 KiB
C++
71 lines
3.6 KiB
C++
/*************************************************************************/
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/* physics_material.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "physics_material.h"
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void PhysicsMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_friction", "friction"), &PhysicsMaterial::set_friction);
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ClassDB::bind_method(D_METHOD("get_friction"), &PhysicsMaterial::get_friction);
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ClassDB::bind_method(D_METHOD("set_rough", "rough"), &PhysicsMaterial::set_rough);
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ClassDB::bind_method(D_METHOD("is_rough"), &PhysicsMaterial::is_rough);
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ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &PhysicsMaterial::set_bounce);
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ClassDB::bind_method(D_METHOD("get_bounce"), &PhysicsMaterial::get_bounce);
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ClassDB::bind_method(D_METHOD("set_absorbent", "absorbent"), &PhysicsMaterial::set_absorbent);
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ClassDB::bind_method(D_METHOD("is_absorbent"), &PhysicsMaterial::is_absorbent);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_friction", "get_friction");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rough"), "set_rough", "is_rough");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_bounce", "get_bounce");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "absorbent"), "set_absorbent", "is_absorbent");
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}
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void PhysicsMaterial::set_friction(real_t p_val) {
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friction = p_val;
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emit_changed();
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}
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void PhysicsMaterial::set_rough(bool p_val) {
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rough = p_val;
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emit_changed();
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}
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void PhysicsMaterial::set_bounce(real_t p_val) {
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bounce = p_val;
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emit_changed();
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}
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void PhysicsMaterial::set_absorbent(bool p_val) {
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absorbent = p_val;
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emit_changed();
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}
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