Files
FlaxEngine/Source/Engine/Physics/PhysicalMaterial.h
2021-01-02 14:28:49 +01:00

89 lines
2.9 KiB
C++

// Copyright (c) 2012-2021 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
/// <summary>
/// Physical materials are used to define the response of a physical object when interacting dynamically with the world.
/// </summary>
class FLAXENGINE_API PhysicalMaterial : public ISerializable
{
private:
PxMaterial* _material;
public:
/// <summary>
/// Initializes a new instance of the <see cref="PhysicalMaterial"/> class.
/// </summary>
PhysicalMaterial();
/// <summary>
/// Finalizes an instance of the <see cref="PhysicalMaterial"/> class.
/// </summary>
~PhysicalMaterial();
public:
/// <summary>
/// The friction value of surface, controls how easily things can slide on this surface.
/// </summary>
float Friction = PhysicalMaterial_Friction;
/// <summary>
/// The friction combine mode, controls how friction is computed for multiple materials.
/// </summary>
PhysicsCombineMode FrictionCombineMode = PhysicalMaterial_FrictionCombineMode;
/// <summary>
/// If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the Physics settings.
/// </summary>
bool OverrideFrictionCombineMode = PhysicalMaterial_OverrideFrictionCombineMode;
/// <summary>
/// The restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).
/// </summary>
float Restitution = PhysicalMaterial_Restitution;
/// <summary>
/// The restitution combine mode, controls how restitution is computed for multiple materials.
/// </summary>
PhysicsCombineMode RestitutionCombineMode = PhysicalMaterial_RestitutionCombineMode;
/// <summary>
/// If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the Physics settings.
/// </summary>
bool OverrideRestitutionCombineMode = PhysicalMaterial_OverrideRestitutionCombineMode;
public:
/// <summary>
/// Gets the PhysX material.
/// </summary>
/// <returns>The native material object.</returns>
PxMaterial* GetPhysXMaterial();
/// <summary>
/// Updates the PhysX material (after any property change).
/// </summary>
void UpdatePhysXMaterial();
public:
// [ISerializable]
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
};