6e8fbca745
match the genesis editor version 1.3.0.653.
135 lines
3.7 KiB
C++
135 lines
3.7 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __physxmaterial_H__
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#define __physxmaterial_H__
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#include "resource/resource.h"
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#include "util/dictionary.h"
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namespace App
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{
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class PhysicsMaterial;
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}
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namespace Resources
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{
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class PhysXMaterialRes: public Resources::Resource
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{
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__DeclareSubClass(PhysXMaterialRes, Resource );
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public:
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PhysXMaterialRes();
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virtual ~PhysXMaterialRes();
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// @Resource::CalculateRuntimeSize
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virtual SizeT CalculateRuntimeSize(void) const;
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public:
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void SetStaticFriction (float sfriction );
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void SetDynamicFriction(float dfriction );
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void SetRestitution (float restitute );
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void SetFrictionCombine (uint mode);
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void SetRestitutionCombine(uint mode);
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void SetMat ( Core::RefCounted* pMat);
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float GetStaticFriction () const;
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float GetDynamicFriction() const;
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float GetRestitution () const;
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uint GetFrictionCombine () const;
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uint GetRestitutionCombine() const;
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App::PhysicsMaterial* GetMat();
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protected:
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// @Resource::SwapLoadImpl
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virtual bool SwapLoadImpl( const GPtr<Resource>& tempRes);
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// @Resource::UnLoadImpl
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virtual void UnLoadImpl(void);
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protected:
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float m_StaticFriction ;
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float m_DynamicFriction ;
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float m_Restitution ;
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uint m_FrictionCombine ;
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uint m_RestitutionCombine ;
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GPtr<Core::RefCounted> m_pPxMat;
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};
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inline void PhysXMaterialRes::SetStaticFriction( float sfriction )
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{
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m_StaticFriction = sfriction;
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}
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inline void PhysXMaterialRes::SetDynamicFriction( float dfriction )
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{
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m_DynamicFriction = dfriction;
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}
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inline void PhysXMaterialRes::SetRestitution( float restitute )
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{
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m_Restitution = restitute;
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}
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inline void PhysXMaterialRes::SetFrictionCombine( uint mode )
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{
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m_FrictionCombine = mode;
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}
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inline void PhysXMaterialRes::SetRestitutionCombine( uint mode )
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{
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m_RestitutionCombine = mode;
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}
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inline void PhysXMaterialRes::SetMat( Core::RefCounted* pMat )
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{
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m_pPxMat = pMat;
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}
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inline float PhysXMaterialRes::GetStaticFriction() const
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{
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return m_StaticFriction;
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}
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inline float PhysXMaterialRes::GetDynamicFriction() const
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{
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return m_DynamicFriction;
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}
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inline float PhysXMaterialRes::GetRestitution() const
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{
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return m_Restitution;
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}
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inline uint PhysXMaterialRes::GetFrictionCombine() const
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{
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return m_FrictionCombine;
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}
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inline uint PhysXMaterialRes::GetRestitutionCombine() const
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{
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return m_RestitutionCombine;
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}
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inline App::PhysicsMaterial* PhysXMaterialRes::GetMat()
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{
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return (App::PhysicsMaterial*)m_pPxMat.get_unsafe();
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}
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}
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#endif |