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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  physics_material.h                                                   */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                      https://godotengine.org                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to    */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to */ | 
					
						
							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be        */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.       */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | #ifndef PHYSICS_MATERIAL_H
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							|  |  |  | #define PHYSICS_MATERIAL_H
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										 |  |  | #include "core/io/resource.h"
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										 |  |  | #include "servers/physics_server_3d.h"
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							|  |  |  | class PhysicsMaterial : public Resource { | 
					
						
							|  |  |  | 	GDCLASS(PhysicsMaterial, Resource); | 
					
						
							|  |  |  | 	OBJ_SAVE_TYPE(PhysicsMaterial); | 
					
						
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										 |  |  | 	RES_BASE_EXTENSION("phymat"); | 
					
						
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										 |  |  | 	real_t friction = 1.0; | 
					
						
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										 |  |  | 	bool rough = false; | 
					
						
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										 |  |  | 	real_t bounce = 0.0; | 
					
						
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										 |  |  | 	bool absorbent = false; | 
					
						
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							|  |  |  | protected: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
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							|  |  |  | public: | 
					
						
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										 |  |  | 	void set_friction(real_t p_val); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ real_t get_friction() const { return friction; } | 
					
						
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							|  |  |  | 	void set_rough(bool p_val); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ bool is_rough() const { return rough; } | 
					
						
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							|  |  |  | 	_FORCE_INLINE_ real_t computed_friction() const { | 
					
						
							|  |  |  | 		return rough ? -friction : friction; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	void set_bounce(real_t p_val); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ real_t get_bounce() const { return bounce; } | 
					
						
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										 |  |  | 	void set_absorbent(bool p_val); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ bool is_absorbent() const { return absorbent; } | 
					
						
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										 |  |  | 	_FORCE_INLINE_ real_t computed_bounce() const { | 
					
						
							|  |  |  | 		return absorbent ? -bounce : bounce; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	PhysicsMaterial() {} | 
					
						
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										 |  |  | }; | 
					
						
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										 |  |  | #endif // PHYSICS_MATERIAL_H
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