// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Types.h"
#include "Engine/Core/ISerializable.h"
#include "Engine/Level/Tags.h"
///
/// Physical materials are used to define the response of a physical object when interacting dynamically with the world.
///
API_CLASS(Attributes = "ContentContextMenu(\"New/Physics/Physical Material\")") class FLAXENGINE_API PhysicalMaterial final : public ISerializable
{
API_AUTO_SERIALIZATION();
DECLARE_SCRIPTING_TYPE_MINIMAL(PhysicalMaterial);
private:
void* _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.
///
API_FIELD(Attributes="EditorOrder(0), Limit(0), EditorDisplay(\"Physical Material\")")
float Friction = 0.7f;
///
/// The friction combine mode, controls how friction is computed for multiple materials.
///
API_FIELD(Attributes="EditorOrder(1), EditorDisplay(\"Physical Material\")")
PhysicsCombineMode FrictionCombineMode = PhysicsCombineMode::Average;
///
/// If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the Physics settings.
///
API_FIELD(Attributes="HideInEditor")
bool OverrideFrictionCombineMode = false;
///
/// The restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).
///
API_FIELD(Attributes="EditorOrder(3), Range(0, 1), EditorDisplay(\"Physical Material\")")
float Restitution = 0.3f;
///
/// The restitution combine mode, controls how restitution is computed for multiple materials.
///
API_FIELD(Attributes="EditorOrder(4), EditorDisplay(\"Physical Material\")")
PhysicsCombineMode RestitutionCombineMode = PhysicsCombineMode::Average;
///
/// If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the Physics settings.
///
API_FIELD(Attributes="HideInEditor")
bool OverrideRestitutionCombineMode = false;
///
/// Physical material density in kilograms per cubic meter (kg/m^3). Higher density means a higher weight of the object using this material. Wood is around 700, water is 1000, steel is around 8000.
///
API_FIELD(Attributes="EditorOrder(10), EditorDisplay(\"Physical Material\")")
float Density = 1000.0f;
///
/// Physical material tag used to identify it (eg. `Surface.Wood`). Can be used to play proper footstep sounds when walking over object with that material.
///
API_FIELD(Attributes="EditorOrder(100), EditorDisplay(\"Physical Material\")")
Tag Tag;
public:
///
/// Gets the PhysX material.
///
/// The native material object.
void* GetPhysicsMaterial();
///
/// Updates the physics material (after any property change).
///
void UpdatePhysicsMaterial();
};