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								/*************************************************************************/
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								/*  physics_material.cpp                                                 */
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2020-01-01 11:16:22 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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								/*                                                                       */
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								/* Permission is hereby granted, free of charge, to any person obtaining */
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								/* a copy of this software and associated documentation files (the       */
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								/* "Software"), to deal in the Software without restriction, including   */
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								/* without limitation the rights to use, copy, modify, merge, publish,   */
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								/* distribute, sublicense, and/or sell copies of the Software, and to    */
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								/* permit persons to whom the Software is furnished to do so, subject to */
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								/* the following conditions:                                             */
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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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								/* included in all copies or substantial portions of the Software.       */
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								/*                                                                       */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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								/*************************************************************************/
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											2018-08-29 22:38:13 +02:00
										 
									 
								 
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								#include "physics_material.h"
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								void PhysicsMaterial::_bind_methods() {
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									ClassDB::bind_method(D_METHOD("set_friction", "friction"), &PhysicsMaterial::set_friction);
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									ClassDB::bind_method(D_METHOD("get_friction"), &PhysicsMaterial::get_friction);
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									ClassDB::bind_method(D_METHOD("set_rough", "rough"), &PhysicsMaterial::set_rough);
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									ClassDB::bind_method(D_METHOD("is_rough"), &PhysicsMaterial::is_rough);
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									ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &PhysicsMaterial::set_bounce);
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									ClassDB::bind_method(D_METHOD("get_bounce"), &PhysicsMaterial::get_bounce);
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									ClassDB::bind_method(D_METHOD("set_absorbent", "absorbent"), &PhysicsMaterial::set_absorbent);
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									ClassDB::bind_method(D_METHOD("is_absorbent"), &PhysicsMaterial::is_absorbent);
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									ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction"), "set_friction", "get_friction");
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									ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rough"), "set_rough", "is_rough");
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									ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce"), "set_bounce", "get_bounce");
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									ADD_PROPERTY(PropertyInfo(Variant::BOOL, "absorbent"), "set_absorbent", "is_absorbent");
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								}
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								void PhysicsMaterial::set_friction(real_t p_val) {
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									friction = p_val;
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									emit_changed();
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								}
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								void PhysicsMaterial::set_rough(bool p_val) {
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									rough = p_val;
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									emit_changed();
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								}
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								void PhysicsMaterial::set_bounce(real_t p_val) {
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									bounce = p_val;
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									emit_changed();
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								}
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								void PhysicsMaterial::set_absorbent(bool p_val) {
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									absorbent = p_val;
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									emit_changed();
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								}
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								PhysicsMaterial::PhysicsMaterial() :
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										friction(1),
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										rough(false),
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										bounce(0),
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										absorbent(false) {}
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