1 /** 2 A material for physics properties. 3 4 Copyright: 5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. 6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) 7 Copyright (c) 2017-2018 Godot-D contributors 8 9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License) 10 11 12 */ 13 module godot.physicsmaterial; 14 import std.meta : AliasSeq, staticIndexOf; 15 import std.traits : Unqual; 16 import godot.d.traits; 17 import godot.core; 18 import godot.c; 19 import godot.d.bind; 20 import godot.d.reference; 21 import godot.globalenums; 22 import godot.object; 23 import godot.classdb; 24 import godot.resource; 25 /** 26 A material for physics properties. 27 28 Provides a means of modifying the collision properties of a $(D PhysicsBody). 29 */ 30 @GodotBaseClass struct PhysicsMaterial 31 { 32 package(godot) enum string _GODOT_internal_name = "PhysicsMaterial"; 33 public: 34 @nogc nothrow: 35 union { /** */ godot_object _godot_object; /** */ Resource _GODOT_base; } 36 alias _GODOT_base this; 37 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 38 package(godot) __gshared bool _classBindingInitialized = false; 39 package(godot) static struct GDNativeClassBinding 40 { 41 __gshared: 42 @GodotName("get_bounce") GodotMethod!(double) getBounce; 43 @GodotName("get_friction") GodotMethod!(double) getFriction; 44 @GodotName("is_absorbent") GodotMethod!(bool) isAbsorbent; 45 @GodotName("is_rough") GodotMethod!(bool) isRough; 46 @GodotName("set_absorbent") GodotMethod!(void, bool) setAbsorbent; 47 @GodotName("set_bounce") GodotMethod!(void, double) setBounce; 48 @GodotName("set_friction") GodotMethod!(void, double) setFriction; 49 @GodotName("set_rough") GodotMethod!(void, bool) setRough; 50 } 51 /// 52 pragma(inline, true) bool opEquals(in PhysicsMaterial other) const 53 { return _godot_object.ptr is other._godot_object.ptr; } 54 /// 55 pragma(inline, true) typeof(null) opAssign(typeof(null) n) 56 { _godot_object.ptr = n; return null; } 57 /// 58 pragma(inline, true) bool opEquals(typeof(null) n) const 59 { return _godot_object.ptr is n; } 60 /// 61 size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; } 62 mixin baseCasts; 63 /// Construct a new instance of PhysicsMaterial. 64 /// Note: use `memnew!PhysicsMaterial` instead. 65 static PhysicsMaterial _new() 66 { 67 static godot_class_constructor constructor; 68 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("PhysicsMaterial"); 69 if(constructor is null) return typeof(this).init; 70 return cast(PhysicsMaterial)(constructor()); 71 } 72 @disable new(size_t s); 73 /** 74 75 */ 76 double getBounce() const 77 { 78 checkClassBinding!(typeof(this))(); 79 return ptrcall!(double)(GDNativeClassBinding.getBounce, _godot_object); 80 } 81 /** 82 83 */ 84 double getFriction() const 85 { 86 checkClassBinding!(typeof(this))(); 87 return ptrcall!(double)(GDNativeClassBinding.getFriction, _godot_object); 88 } 89 /** 90 91 */ 92 bool isAbsorbent() const 93 { 94 checkClassBinding!(typeof(this))(); 95 return ptrcall!(bool)(GDNativeClassBinding.isAbsorbent, _godot_object); 96 } 97 /** 98 99 */ 100 bool isRough() const 101 { 102 checkClassBinding!(typeof(this))(); 103 return ptrcall!(bool)(GDNativeClassBinding.isRough, _godot_object); 104 } 105 /** 106 107 */ 108 void setAbsorbent(in bool absorbent) 109 { 110 checkClassBinding!(typeof(this))(); 111 ptrcall!(void)(GDNativeClassBinding.setAbsorbent, _godot_object, absorbent); 112 } 113 /** 114 115 */ 116 void setBounce(in double bounce) 117 { 118 checkClassBinding!(typeof(this))(); 119 ptrcall!(void)(GDNativeClassBinding.setBounce, _godot_object, bounce); 120 } 121 /** 122 123 */ 124 void setFriction(in double friction) 125 { 126 checkClassBinding!(typeof(this))(); 127 ptrcall!(void)(GDNativeClassBinding.setFriction, _godot_object, friction); 128 } 129 /** 130 131 */ 132 void setRough(in bool rough) 133 { 134 checkClassBinding!(typeof(this))(); 135 ptrcall!(void)(GDNativeClassBinding.setRough, _godot_object, rough); 136 } 137 /** 138 If `true`, subtracts the bounciness from the colliding object's bounciness instead of adding it. 139 */ 140 @property bool absorbent() 141 { 142 return isAbsorbent(); 143 } 144 /// ditto 145 @property void absorbent(bool v) 146 { 147 setAbsorbent(v); 148 } 149 /** 150 The body's bounciness. Values range from `0` (no bounce) to `1` (full bounciness). 151 */ 152 @property double bounce() 153 { 154 return getBounce(); 155 } 156 /// ditto 157 @property void bounce(double v) 158 { 159 setBounce(v); 160 } 161 /** 162 The body's friction. Values range from `0` (frictionless) to `1` (maximum friction). 163 */ 164 @property double friction() 165 { 166 return getFriction(); 167 } 168 /// ditto 169 @property void friction(double v) 170 { 171 setFriction(v); 172 } 173 /** 174 If `true`, the physics engine will use the friction of the object marked as "rough" when two objects collide. If `false`, the physics engine will use the lowest friction of all colliding objects instead. If `true` for both colliding objects, the physics engine will use the highest friction. 175 */ 176 @property bool rough() 177 { 178 return isRough(); 179 } 180 /// ditto 181 @property void rough(bool v) 182 { 183 setRough(v); 184 } 185 }