78 lines
2.1 KiB
C#

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