78 lines
2.1 KiB
C#
78 lines
2.1 KiB
C#
//
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// ModelRigidBody.cs - describes rigid body collision information for a 3D model
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//
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// Author:
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// Michael Becker <alcexhim@gmail.com>
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//
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// Copyright (c) 2013-2020 Mike Becker's Software
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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using System;
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using System.Collections.ObjectModel;
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namespace UniversalEditor.ObjectModels.Multimedia3D.Model
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{
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/// <summary>
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/// Describes rigid body collision information for a 3D model.
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/// </summary>
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public class ModelRigidBody : ICloneable
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{
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public class ModelRigidBodyCollection : Collection<ModelRigidBody>
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{
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}
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public ModelRigidBodyCollisionShape CollisionShape { get; set; } = null;
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public int IType { get; set; } = 0;
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public object Clone()
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{
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ModelRigidBody clone = new ModelRigidBody();
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if (CollisionShape != null)
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{
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clone.CollisionShape = (CollisionShape.Clone() as ModelRigidBodyCollisionShape);
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}
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clone.IType = IType;
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return clone;
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}
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public string Name { get; set; }
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public ModelBone Bone { get; set; }
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public byte GroupID { get; set; }
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public bool[] PassGroupFlags { get; set; }
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public byte BoxType { get; set; }
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public PositionVector3 BoxSize { get; set; }
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public PositionVector3 Position { get; set; }
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public PositionVector3 Rotation { get; set; }
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public float Mass { get; set; }
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public float PositionDamping { get; set; }
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public float RotationDamping { get; set; }
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public float Restitution { get; set; }
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public float Friction { get; set; }
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public byte Mode { get; set; }
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}
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}
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