124 lines
3.8 KiB
C++
124 lines
3.8 KiB
C++
// Filename: physxMaterial.h
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// Created by: enn0x (21Sep09)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#ifndef PHYSXMATERIAL_H
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#define PHYSXMATERIAL_H
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#include "pandabase.h"
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#include "luse.h"
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#include "physxObject.h"
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#include "physxEnums.h"
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#include "physx_includes.h"
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class PhysxScene;
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class PhysxMaterialDesc;
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////////////////////////////////////////////////////////////////////
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// Class : PhysxMaterial
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// Description : A class for describing a shape's surface
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// properties.
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//
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// You can create a material which has different
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// friction coefficients depending on the direction
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// that a body in contact is trying to move in. This
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// is called anisotropic friction.
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//
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// Anisotropic friction is useful for modeling things
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// like sledges, skis etc
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//
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// When you create an anisotropic material you specify
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// the default friction parameters and also friction
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// parameters for the V axis. The friction parameters
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// for the V axis are applied to motion along the
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// direction of anisotropy (dirOfAnisotropy).
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//
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// Default material: You can change the properties of
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// the default material by querying for material
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// index 0.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDAPHYSX PhysxMaterial : public PhysxObject, public PhysxEnums {
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PUBLISHED:
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INLINE PhysxMaterial();
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INLINE ~PhysxMaterial();
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PhysxScene *get_scene() const;
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unsigned short get_material_index() const;
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void load_from_desc(const PhysxMaterialDesc &materialDesc);
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void save_to_desc(PhysxMaterialDesc &materialDesc) const;
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void set_dynamic_friction(float coef);
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void set_static_friction(float coef);
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void set_restitution(float rest);
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void set_dynamic_friction_v(float coef);
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void set_static_friction_v(float coef);
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void set_dir_of_anisotropy(const LVector3f dir);
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void set_flag(PhysxMaterialFlag flag, bool value);
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void set_friction_combine_mode(PhysxCombineMode mode);
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void set_restitution_combine_mode(PhysxCombineMode mode);
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float get_dynamic_friction() const;
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float get_static_friction() const;
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float get_restitution() const;
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float get_dynamic_friction_v() const;
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float get_static_friction_v() const;
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LVector3f get_dir_of_anisotropy() const;
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bool get_flag(PhysxMaterialFlag flag) const;
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PhysxCombineMode get_friction_combine_mode() const;
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PhysxCombineMode get_restitution_combine_mode() const;
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INLINE void ls() const;
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INLINE void ls(ostream &out, int indent_level=0) const;
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////////////////////////////////////////////////////////////////////
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PUBLISHED:
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void release();
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public:
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INLINE NxMaterial *ptr() const { return _ptr; };
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void link(NxMaterial *ptr);
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void unlink();
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private:
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NxMaterial *_ptr;
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////////////////////////////////////////////////////////////////////
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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PhysxObject::init_type();
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register_type(_type_handle, "PhysxMaterial",
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PhysxObject::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {
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init_type();
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return get_class_type();
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}
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private:
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static TypeHandle _type_handle;
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};
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#include "physxMaterial.I"
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#endif // PHYSXMATERIAL_H
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