// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "Types.h"
#include "Engine/Serialization/ISerializable.h"
// Default values for the physical material
#define PhysicalMaterial_Friction 0.7f
#define PhysicalMaterial_FrictionCombineMode PhysicsCombineMode::Average
#define PhysicalMaterial_OverrideFrictionCombineMode false
#define PhysicalMaterial_Restitution 0.3f
#define PhysicalMaterial_RestitutionCombineMode PhysicsCombineMode::Average
#define PhysicalMaterial_OverrideRestitutionCombineMode false
///
/// Physical materials are used to define the response of a physical object when interacting dynamically with the world.
///
class FLAXENGINE_API PhysicalMaterial : public ISerializable
{
private:
PxMaterial* _material;
public:
///
/// Initializes a new instance of the class.
///
PhysicalMaterial();
///
/// Finalizes an instance of the class.
///
~PhysicalMaterial();
public:
///
/// The friction value of surface, controls how easily things can slide on this surface.
///
float Friction = PhysicalMaterial_Friction;
///
/// The friction combine mode, controls how friction is computed for multiple materials.
///
PhysicsCombineMode FrictionCombineMode = PhysicalMaterial_FrictionCombineMode;
///
/// If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the Physics settings.
///
bool OverrideFrictionCombineMode = PhysicalMaterial_OverrideFrictionCombineMode;
///
/// The restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).
///
float Restitution = PhysicalMaterial_Restitution;
///
/// The restitution combine mode, controls how restitution is computed for multiple materials.
///
PhysicsCombineMode RestitutionCombineMode = PhysicalMaterial_RestitutionCombineMode;
///
/// If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the Physics settings.
///
bool OverrideRestitutionCombineMode = PhysicalMaterial_OverrideRestitutionCombineMode;
public:
///
/// Gets the PhysX material.
///
/// The native material object.
PxMaterial* GetPhysXMaterial();
///
/// Updates the PhysX material (after any property change).
///
void UpdatePhysXMaterial();
public:
// [ISerializable]
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
};