open_toontown_panda3d/panda/src/physx/physxMaterial.h

115 lines
3.1 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file physxMaterial.h
* @author enn0x
* @date 2009-09-21
*/
#ifndef PHYSXMATERIAL_H
#define PHYSXMATERIAL_H
#include "pandabase.h"
#include "luse.h"
#include "physxObject.h"
#include "physxEnums.h"
#include "physx_includes.h"
class PhysxScene;
class PhysxMaterialDesc;
/**
* A class for describing a shape's surface properties.
*
* You can create a material which has different friction coefficients
* depending on the direction that a body in contact is trying to move in.
* This is called anisotropic friction.
*
* Anisotropic friction is useful for modeling things like sledges, skis etc
*
* When you create an anisotropic material you specify the default friction
* parameters and also friction parameters for the V axis. The friction
* parameters for the V axis are applied to motion along the direction of
* anisotropy (dirOfAnisotropy).
*
* Default material: You can change the properties of the default material by
* querying for material index 0.
*/
class EXPCL_PANDAPHYSX PhysxMaterial : public PhysxObject, public PhysxEnums {
PUBLISHED:
INLINE PhysxMaterial();
INLINE ~PhysxMaterial();
PhysxScene *get_scene() const;
unsigned short get_material_index() const;
void load_from_desc(const PhysxMaterialDesc &materialDesc);
void save_to_desc(PhysxMaterialDesc &materialDesc) const;
void set_dynamic_friction(float coef);
void set_static_friction(float coef);
void set_restitution(float rest);
void set_dynamic_friction_v(float coef);
void set_static_friction_v(float coef);
void set_dir_of_anisotropy(const LVector3f dir);
void set_flag(PhysxMaterialFlag flag, bool value);
void set_friction_combine_mode(PhysxCombineMode mode);
void set_restitution_combine_mode(PhysxCombineMode mode);
float get_dynamic_friction() const;
float get_static_friction() const;
float get_restitution() const;
float get_dynamic_friction_v() const;
float get_static_friction_v() const;
LVector3f get_dir_of_anisotropy() const;
bool get_flag(PhysxMaterialFlag flag) const;
PhysxCombineMode get_friction_combine_mode() const;
PhysxCombineMode get_restitution_combine_mode() const;
INLINE void ls() const;
INLINE void ls(std::ostream &out, int indent_level=0) const;
PUBLISHED:
void release();
public:
INLINE NxMaterial *ptr() const { return _ptr; };
void link(NxMaterial *ptr);
void unlink();
private:
NxMaterial *_ptr;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
PhysxObject::init_type();
register_type(_type_handle, "PhysxMaterial",
PhysxObject::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {
init_type();
return get_class_type();
}
private:
static TypeHandle _type_handle;
};
#include "physxMaterial.I"
#endif // PHYSXMATERIAL_H