// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= ChaosPhysicalMaterial.cpp =============================================================================*/ #include "Chaos/ChaosPhysicalMaterial.h" #include "Chaos/Defines.h" UChaosPhysicalMaterial::UChaosPhysicalMaterial(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { // Initialize values from FChaosPhysicsMaterial Chaos::FChaosPhysicsMaterial TmpMat; Friction = TmpMat.Friction; StaticFriction = TmpMat.StaticFriction; Restitution = TmpMat.Restitution; LinearEtherDrag = TmpMat.LinearEtherDrag; AngularEtherDrag = TmpMat.AngularEtherDrag; SleepingAngularVelocityThreshold = TmpMat.SleepingAngularThreshold; SleepingLinearVelocityThreshold = TmpMat.SleepingLinearThreshold; } void UChaosPhysicalMaterial::CopyTo(Chaos::FChaosPhysicsMaterial& Mat) const { Mat.Friction = Friction; Mat.StaticFriction = StaticFriction; Mat.Restitution = Restitution; Mat.LinearEtherDrag = LinearEtherDrag; Mat.AngularEtherDrag = AngularEtherDrag; Mat.SleepingLinearThreshold = SleepingLinearVelocityThreshold; Mat.SleepingAngularThreshold = SleepingAngularVelocityThreshold; }