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-rw-r--r--indra/llprimitive/llmaterialtable.h240
1 files changed, 120 insertions, 120 deletions
diff --git a/indra/llprimitive/llmaterialtable.h b/indra/llprimitive/llmaterialtable.h
index 61a4cf2470..7d1d5c7d34 100644
--- a/indra/llprimitive/llmaterialtable.h
+++ b/indra/llprimitive/llmaterialtable.h
@@ -1,25 +1,25 @@
-/**
+/**
* @file llmaterialtable.h
* @brief Table of material information for the viewer UI
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library 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
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -39,7 +39,7 @@ const U32 LLMATERIAL_INFO_NAME_LENGTH = 256;
// We've moved toward more reasonable mass values for the Havok4 engine.
// The LEGACY_DEFAULT_OBJECT_DENSITY is used to maintain support for
// legacy scripts code (llGetMass()) and script energy consumption.
-const F32 DEFAULT_OBJECT_DENSITY = 1000.0f; // per m^3
+const F32 DEFAULT_OBJECT_DENSITY = 1000.0f; // per m^3
const F32 LEGACY_DEFAULT_OBJECT_DENSITY = 10.0f;
// Avatars density depends on the collision shape used. The approximate
@@ -50,139 +50,139 @@ const F32 LEGACY_DEFAULT_OBJECT_DENSITY = 10.0f;
// max | max | max | max | 0.208 |
//
// Either the avatar shape must be tweaked to match those volumes
-// or the DEFAULT_AVATAR_DENSITY must be adjusted to achieve the
+// or the DEFAULT_AVATAR_DENSITY must be adjusted to achieve the
// legacy mass.
//
// The current density appears to be low because the mass and
// inertia are computed as if the avatar were a cylinder which
// has more volume than the actual collision shape of the avatar.
// See the physics engine mass properties code for more info.
-const F32 DEFAULT_AVATAR_DENSITY = 445.3f; // was 444.24f;
+const F32 DEFAULT_AVATAR_DENSITY = 445.3f; // was 444.24f;
class LLMaterialTable
{
public:
- static const F32 FRICTION_MIN;
- static const F32 FRICTION_GLASS;
- static const F32 FRICTION_LIGHT;
- static const F32 FRICTION_METAL;
- static const F32 FRICTION_PLASTIC;
- static const F32 FRICTION_WOOD;
- static const F32 FRICTION_LAND;
- static const F32 FRICTION_STONE;
- static const F32 FRICTION_FLESH;
- static const F32 FRICTION_RUBBER;
- static const F32 FRICTION_MAX;
-
- static const F32 RESTITUTION_MIN;
- static const F32 RESTITUTION_LAND;
- static const F32 RESTITUTION_FLESH;
- static const F32 RESTITUTION_STONE;
- static const F32 RESTITUTION_METAL;
- static const F32 RESTITUTION_WOOD;
- static const F32 RESTITUTION_GLASS;
- static const F32 RESTITUTION_PLASTIC;
- static const F32 RESTITUTION_LIGHT;
- static const F32 RESTITUTION_RUBBER;
- static const F32 RESTITUTION_MAX;
-
- typedef std::list<LLMaterialInfo*> info_list_t;
- info_list_t mMaterialInfoList;
-
- LLUUID *mCollisionSoundMatrix;
- LLUUID *mSlidingSoundMatrix;
- LLUUID *mRollingSoundMatrix;
-
- static const F32 DEFAULT_FRICTION;
- static const F32 DEFAULT_RESTITUTION;
+ static const F32 FRICTION_MIN;
+ static const F32 FRICTION_GLASS;
+ static const F32 FRICTION_LIGHT;
+ static const F32 FRICTION_METAL;
+ static const F32 FRICTION_PLASTIC;
+ static const F32 FRICTION_WOOD;
+ static const F32 FRICTION_LAND;
+ static const F32 FRICTION_STONE;
+ static const F32 FRICTION_FLESH;
+ static const F32 FRICTION_RUBBER;
+ static const F32 FRICTION_MAX;
+
+ static const F32 RESTITUTION_MIN;
+ static const F32 RESTITUTION_LAND;
+ static const F32 RESTITUTION_FLESH;
+ static const F32 RESTITUTION_STONE;
+ static const F32 RESTITUTION_METAL;
+ static const F32 RESTITUTION_WOOD;
+ static const F32 RESTITUTION_GLASS;
+ static const F32 RESTITUTION_PLASTIC;
+ static const F32 RESTITUTION_LIGHT;
+ static const F32 RESTITUTION_RUBBER;
+ static const F32 RESTITUTION_MAX;
+
+ typedef std::list<LLMaterialInfo*> info_list_t;
+ info_list_t mMaterialInfoList;
+
+ LLUUID *mCollisionSoundMatrix;
+ LLUUID *mSlidingSoundMatrix;
+ LLUUID *mRollingSoundMatrix;
+
+ static const F32 DEFAULT_FRICTION;
+ static const F32 DEFAULT_RESTITUTION;
public:
- LLMaterialTable();
- LLMaterialTable(U8); // cheat with an overloaded constructor to build our basic table
- ~LLMaterialTable();
-
- void initBasicTable();
-
- void initTableTransNames(std::map<std::string, std::string> namemap);
-
- bool add(U8 mcode, const std::string& name, const LLUUID &uuid);
- bool addCollisionSound(U8 mcode, U8 mcode2, const LLUUID &uuid);
- bool addSlidingSound(U8 mcode, U8 mcode2, const LLUUID &uuid);
- bool addRollingSound(U8 mcode, U8 mcode2, const LLUUID &uuid);
- bool addShatterSound(U8 mcode, const LLUUID &uuid);
- bool addDensity(U8 mcode, const F32 &density);
- bool addFriction(U8 mcode, const F32 &friction);
- bool addRestitution(U8 mcode, const F32 &restitution);
- bool addDamageAndEnergy(U8 mcode, const F32 &hp_mod, const F32 &damage_mod, const F32 &ep_mod);
-
- LLUUID getDefaultTextureID(const std::string& name); // LLUUID::null if not found
- LLUUID getDefaultTextureID(U8 mcode); // LLUUID::null if not found
- U8 getMCode(const std::string& name); // 0 if not found
- std::string getName(U8 mcode);
-
- F32 getDensity(U8 mcode); // kg/m^3, 0 if not found
- F32 getFriction(U8 mcode); // physics values
- F32 getRestitution(U8 mcode); // physics values
- F32 getHPMod(U8 mcode);
- F32 getDamageMod(U8 mcode);
- F32 getEPMod(U8 mcode);
-
- bool isCollisionSound(const LLUUID &uuid);
-
- LLUUID getCollisionSoundUUID(U8 mcode, U8 mcode2);
- LLUUID getSlidingSoundUUID(U8 mcode, U8 mcode2);
- LLUUID getRollingSoundUUID(U8 mcode, U8 mcode2);
- LLUUID getShatterSoundUUID(U8 mcode); // LLUUID::null if not found
-
- LLUUID getGroundCollisionSoundUUID(U8 mcode);
- LLUUID getGroundSlidingSoundUUID(U8 mcode);
- LLUUID getGroundRollingSoundUUID(U8 mcode);
- LLUUID getCollisionParticleUUID(U8 mcode, U8 mcode2);
- LLUUID getGroundCollisionParticleUUID(U8 mcode);
-
- static LLMaterialTable basic;
+ LLMaterialTable();
+ LLMaterialTable(U8); // cheat with an overloaded constructor to build our basic table
+ ~LLMaterialTable();
+
+ void initBasicTable();
+
+ void initTableTransNames(std::map<std::string, std::string> namemap);
+
+ bool add(U8 mcode, const std::string& name, const LLUUID &uuid);
+ bool addCollisionSound(U8 mcode, U8 mcode2, const LLUUID &uuid);
+ bool addSlidingSound(U8 mcode, U8 mcode2, const LLUUID &uuid);
+ bool addRollingSound(U8 mcode, U8 mcode2, const LLUUID &uuid);
+ bool addShatterSound(U8 mcode, const LLUUID &uuid);
+ bool addDensity(U8 mcode, const F32 &density);
+ bool addFriction(U8 mcode, const F32 &friction);
+ bool addRestitution(U8 mcode, const F32 &restitution);
+ bool addDamageAndEnergy(U8 mcode, const F32 &hp_mod, const F32 &damage_mod, const F32 &ep_mod);
+
+ LLUUID getDefaultTextureID(const std::string& name); // LLUUID::null if not found
+ LLUUID getDefaultTextureID(U8 mcode); // LLUUID::null if not found
+ U8 getMCode(const std::string& name); // 0 if not found
+ std::string getName(U8 mcode);
+
+ F32 getDensity(U8 mcode); // kg/m^3, 0 if not found
+ F32 getFriction(U8 mcode); // physics values
+ F32 getRestitution(U8 mcode); // physics values
+ F32 getHPMod(U8 mcode);
+ F32 getDamageMod(U8 mcode);
+ F32 getEPMod(U8 mcode);
+
+ bool isCollisionSound(const LLUUID &uuid);
+
+ LLUUID getCollisionSoundUUID(U8 mcode, U8 mcode2);
+ LLUUID getSlidingSoundUUID(U8 mcode, U8 mcode2);
+ LLUUID getRollingSoundUUID(U8 mcode, U8 mcode2);
+ LLUUID getShatterSoundUUID(U8 mcode); // LLUUID::null if not found
+
+ LLUUID getGroundCollisionSoundUUID(U8 mcode);
+ LLUUID getGroundSlidingSoundUUID(U8 mcode);
+ LLUUID getGroundRollingSoundUUID(U8 mcode);
+ LLUUID getCollisionParticleUUID(U8 mcode, U8 mcode2);
+ LLUUID getGroundCollisionParticleUUID(U8 mcode);
+
+ static LLMaterialTable basic;
};
class LLMaterialInfo
{
public:
- U8 mMCode;
- std::string mName;
- LLUUID mDefaultTextureID;
- LLUUID mShatterSoundID;
- F32 mDensity; // kg/m^3
- F32 mFriction;
- F32 mRestitution;
-
- // damage and energy constants
- F32 mHPModifier; // modifier on mass based HP total
- F32 mDamageModifier; // modifier on KE based damage
- F32 mEPModifier; // modifier on mass based EP total
-
- LLMaterialInfo(U8 mcode, const std::string& name, const LLUUID &uuid)
- {
- init(mcode,name,uuid);
- };
-
- void init(U8 mcode, const std::string& name, const LLUUID &uuid)
- {
- mDensity = 1000.f; // default to 1000.0 (water)
- mFriction = LLMaterialTable::DEFAULT_FRICTION;
- mRestitution = LLMaterialTable::DEFAULT_RESTITUTION;
- mHPModifier = 1.f;
- mDamageModifier = 1.f;
- mEPModifier = 1.f;
-
- mMCode = mcode;
- mName = name;
- mDefaultTextureID = uuid;
- };
-
- ~LLMaterialInfo()
- {
- };
+ U8 mMCode;
+ std::string mName;
+ LLUUID mDefaultTextureID;
+ LLUUID mShatterSoundID;
+ F32 mDensity; // kg/m^3
+ F32 mFriction;
+ F32 mRestitution;
+
+ // damage and energy constants
+ F32 mHPModifier; // modifier on mass based HP total
+ F32 mDamageModifier; // modifier on KE based damage
+ F32 mEPModifier; // modifier on mass based EP total
+
+ LLMaterialInfo(U8 mcode, const std::string& name, const LLUUID &uuid)
+ {
+ init(mcode,name,uuid);
+ };
+
+ void init(U8 mcode, const std::string& name, const LLUUID &uuid)
+ {
+ mDensity = 1000.f; // default to 1000.0 (water)
+ mFriction = LLMaterialTable::DEFAULT_FRICTION;
+ mRestitution = LLMaterialTable::DEFAULT_RESTITUTION;
+ mHPModifier = 1.f;
+ mDamageModifier = 1.f;
+ mEPModifier = 1.f;
+
+ mMCode = mcode;
+ mName = name;
+ mDefaultTextureID = uuid;
+ };
+
+ ~LLMaterialInfo()
+ {
+ };
};