/** * @file llmaterialtable.cpp * @brief Table of material names and IDs for viewer * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "linden_common.h" #include "llmaterialtable.h" #include "llstl.h" #include "material_codes.h" #include "sound_ids.h" #include "imageids.h" LLMaterialTable LLMaterialTable::basic(1); /* Old Havok 1 constants // these are the approximately correct friction values for various materials // however Havok1's friction dynamics are not very correct, so the effective // friction coefficients that result from these numbers are approximately // 25-50% too low, more incorrect for the lower values. F32 const LLMaterialTable::FRICTION_MIN = 0.2f; F32 const LLMaterialTable::FRICTION_GLASS = 0.2f; // borosilicate glass F32 const LLMaterialTable::FRICTION_LIGHT = 0.2f; // F32 const LLMaterialTable::FRICTION_METAL = 0.3f; // steel F32 const LLMaterialTable::FRICTION_PLASTIC = 0.4f; // HDPE F32 const LLMaterialTable::FRICTION_WOOD = 0.6f; // southern pine F32 const LLMaterialTable::FRICTION_FLESH = 0.60f; // saltwater F32 const LLMaterialTable::FRICTION_LAND = 0.78f; // dirt F32 const LLMaterialTable::FRICTION_STONE = 0.8f; // concrete F32 const LLMaterialTable::FRICTION_RUBBER = 0.9f; // F32 const LLMaterialTable::FRICTION_MAX = 0.95f; // */ // #if LL_CURRENT_HAVOK_VERSION == LL_HAVOK_VERSION_460 // Havok4 has more correct friction dynamics, however here we have to use // the "incorrect" equivalents for the legacy Havok1 behavior F32 const LLMaterialTable::FRICTION_MIN = 0.15f; F32 const LLMaterialTable::FRICTION_GLASS = 0.13f; // borosilicate glass F32 const LLMaterialTable::FRICTION_LIGHT = 0.14f; // F32 const LLMaterialTable::FRICTION_METAL = 0.22f; // steel F32 const LLMaterialTable::FRICTION_PLASTIC = 0.3f; // HDPE F32 const LLMaterialTable::FRICTION_WOOD = 0.44f; // southern pine F32 const LLMaterialTable::FRICTION_FLESH = 0.46f; // saltwater F32 const LLMaterialTable::FRICTION_LAND = 0.58f; // dirt F32 const LLMaterialTable::FRICTION_STONE = 0.6f; // concrete F32 const LLMaterialTable::FRICTION_RUBBER = 0.67f; // F32 const LLMaterialTable::FRICTION_MAX = 0.71f; // // #endif F32 const LLMaterialTable::RESTITUTION_MIN = 0.02f; F32 const LLMaterialTable::RESTITUTION_LAND = LLMaterialTable::RESTITUTION_MIN; F32 const LLMaterialTable::RESTITUTION_FLESH = 0.2f; // saltwater F32 const LLMaterialTable::RESTITUTION_STONE = 0.4f; // concrete F32 const LLMaterialTable::RESTITUTION_METAL = 0.4f; // steel F32 const LLMaterialTable::RESTITUTION_WOOD = 0.5f; // southern pine F32 const LLMaterialTable::RESTITUTION_GLASS = 0.7f; // borosilicate glass F32 const LLMaterialTable::RESTITUTION_PLASTIC = 0.7f; // HDPE F32 const LLMaterialTable::RESTITUTION_LIGHT = 0.7f; // F32 const LLMaterialTable::RESTITUTION_RUBBER = 0.9f; // F32 const LLMaterialTable::RESTITUTION_MAX = 0.95f; F32 const LLMaterialTable::DEFAULT_FRICTION = 0.5f; F32 const LLMaterialTable::DEFAULT_RESTITUTION = 0.4f; LLMaterialTable::LLMaterialTable() { } LLMaterialTable::LLMaterialTable(U8 isBasic) { initBasicTable(); } LLMaterialTable::~LLMaterialTable() { if (mCollisionSoundMatrix) { delete [] mCollisionSoundMatrix; mCollisionSoundMatrix = NULL; } if (mSlidingSoundMatrix) { delete [] mSlidingSoundMatrix; mSlidingSoundMatrix = NULL; } if (mRollingSoundMatrix) { delete [] mRollingSoundMatrix; mRollingSoundMatrix = NULL; } for_each(mMaterialInfoList.begin(), mMaterialInfoList.end(), DeletePointer()); mMaterialInfoList.clear(); } void LLMaterialTable::initTableTransNames(std::map<std::string, std::string> namemap) { for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; std::string name = infop->mName; infop->mName = namemap[name]; } } void LLMaterialTable::initBasicTable() { // *TODO: Translate add(LL_MCODE_STONE,std::string("Stone"), LL_DEFAULT_STONE_UUID); add(LL_MCODE_METAL,std::string("Metal"), LL_DEFAULT_METAL_UUID); add(LL_MCODE_GLASS,std::string("Glass"), LL_DEFAULT_GLASS_UUID); add(LL_MCODE_WOOD,std::string("Wood"), LL_DEFAULT_WOOD_UUID); add(LL_MCODE_FLESH,std::string("Flesh"), LL_DEFAULT_FLESH_UUID); add(LL_MCODE_PLASTIC,std::string("Plastic"), LL_DEFAULT_PLASTIC_UUID); add(LL_MCODE_RUBBER,std::string("Rubber"), LL_DEFAULT_RUBBER_UUID); add(LL_MCODE_LIGHT,std::string("Light"), LL_DEFAULT_LIGHT_UUID); // specify densities for these materials. . . // these were taken from http://www.mcelwee.net/html/densities_of_various_materials.html addDensity(LL_MCODE_STONE,30.f); addDensity(LL_MCODE_METAL,50.f); addDensity(LL_MCODE_GLASS,20.f); addDensity(LL_MCODE_WOOD,10.f); addDensity(LL_MCODE_FLESH,10.f); addDensity(LL_MCODE_PLASTIC,5.f); addDensity(LL_MCODE_RUBBER,0.5f); // addDensity(LL_MCODE_LIGHT,20.f); // // add damage and energy values addDamageAndEnergy(LL_MCODE_STONE, 1.f, 1.f, 1.f); // concrete addDamageAndEnergy(LL_MCODE_METAL, 1.f, 1.f, 1.f); // steel addDamageAndEnergy(LL_MCODE_GLASS, 1.f, 1.f, 1.f); // borosilicate glass addDamageAndEnergy(LL_MCODE_WOOD, 1.f, 1.f, 1.f); // southern pine addDamageAndEnergy(LL_MCODE_FLESH, 1.f, 1.f, 1.f); // saltwater addDamageAndEnergy(LL_MCODE_PLASTIC, 1.f, 1.f, 1.f); // HDPE addDamageAndEnergy(LL_MCODE_RUBBER, 1.f, 1.f, 1.f); // addDamageAndEnergy(LL_MCODE_LIGHT, 1.f, 1.f, 1.f); // addFriction(LL_MCODE_STONE,0.8f); // concrete addFriction(LL_MCODE_METAL,0.3f); // steel addFriction(LL_MCODE_GLASS,0.2f); // borosilicate glass addFriction(LL_MCODE_WOOD,0.6f); // southern pine addFriction(LL_MCODE_FLESH,0.9f); // saltwater addFriction(LL_MCODE_PLASTIC,0.4f); // HDPE addFriction(LL_MCODE_RUBBER,0.9f); // addFriction(LL_MCODE_LIGHT,0.2f); // addRestitution(LL_MCODE_STONE,0.4f); // concrete addRestitution(LL_MCODE_METAL,0.4f); // steel addRestitution(LL_MCODE_GLASS,0.7f); // borosilicate glass addRestitution(LL_MCODE_WOOD,0.5f); // southern pine addRestitution(LL_MCODE_FLESH,0.3f); // saltwater addRestitution(LL_MCODE_PLASTIC,0.7f); // HDPE addRestitution(LL_MCODE_RUBBER,0.9f); // addRestitution(LL_MCODE_LIGHT,0.7f); // addShatterSound(LL_MCODE_STONE,LLUUID("ea296329-0f09-4993-af1b-e6784bab1dc9")); addShatterSound(LL_MCODE_METAL,LLUUID("d1375446-1c4d-470b-9135-30132433b678")); addShatterSound(LL_MCODE_GLASS,LLUUID("85cda060-b393-48e6-81c8-2cfdfb275351")); addShatterSound(LL_MCODE_WOOD,LLUUID("6f00669f-15e0-4793-a63e-c03f62fee43a")); addShatterSound(LL_MCODE_FLESH,LLUUID("2d8c6f51-149e-4e23-8413-93a379b42b67")); addShatterSound(LL_MCODE_PLASTIC,LLUUID("d55c7f3c-e1c3-4ddc-9eff-9ef805d9190e")); addShatterSound(LL_MCODE_RUBBER,LLUUID("212b6d1e-8d9c-4986-b3aa-f3c6df8d987d")); addShatterSound(LL_MCODE_LIGHT,LLUUID("d55c7f3c-e1c3-4ddc-9eff-9ef805d9190e")); // CollisionSounds mCollisionSoundMatrix = new LLUUID[LL_MCODE_END*LL_MCODE_END]; if (mCollisionSoundMatrix) { addCollisionSound(LL_MCODE_STONE, LL_MCODE_STONE, SND_STONE_STONE); addCollisionSound(LL_MCODE_STONE, LL_MCODE_METAL, SND_STONE_METAL); addCollisionSound(LL_MCODE_STONE, LL_MCODE_GLASS, SND_STONE_GLASS); addCollisionSound(LL_MCODE_STONE, LL_MCODE_WOOD, SND_STONE_WOOD); addCollisionSound(LL_MCODE_STONE, LL_MCODE_FLESH, SND_STONE_FLESH); addCollisionSound(LL_MCODE_STONE, LL_MCODE_PLASTIC, SND_STONE_PLASTIC); addCollisionSound(LL_MCODE_STONE, LL_MCODE_RUBBER, SND_STONE_RUBBER); addCollisionSound(LL_MCODE_STONE, LL_MCODE_LIGHT, SND_STONE_PLASTIC); addCollisionSound(LL_MCODE_METAL, LL_MCODE_METAL, SND_METAL_METAL); addCollisionSound(LL_MCODE_METAL, LL_MCODE_GLASS, SND_METAL_GLASS); addCollisionSound(LL_MCODE_METAL, LL_MCODE_WOOD, SND_METAL_WOOD); addCollisionSound(LL_MCODE_METAL, LL_MCODE_FLESH, SND_METAL_FLESH); addCollisionSound(LL_MCODE_METAL, LL_MCODE_PLASTIC, SND_METAL_PLASTIC); addCollisionSound(LL_MCODE_METAL, LL_MCODE_LIGHT, SND_METAL_PLASTIC); addCollisionSound(LL_MCODE_METAL, LL_MCODE_RUBBER, SND_METAL_RUBBER); addCollisionSound(LL_MCODE_GLASS, LL_MCODE_GLASS, SND_GLASS_GLASS); addCollisionSound(LL_MCODE_GLASS, LL_MCODE_WOOD, SND_GLASS_WOOD); addCollisionSound(LL_MCODE_GLASS, LL_MCODE_FLESH, SND_GLASS_FLESH); addCollisionSound(LL_MCODE_GLASS, LL_MCODE_PLASTIC, SND_GLASS_PLASTIC); addCollisionSound(LL_MCODE_GLASS, LL_MCODE_RUBBER, SND_GLASS_RUBBER); addCollisionSound(LL_MCODE_GLASS, LL_MCODE_LIGHT, SND_GLASS_PLASTIC); addCollisionSound(LL_MCODE_WOOD, LL_MCODE_WOOD, SND_WOOD_WOOD); addCollisionSound(LL_MCODE_WOOD, LL_MCODE_FLESH, SND_WOOD_FLESH); addCollisionSound(LL_MCODE_WOOD, LL_MCODE_PLASTIC, SND_WOOD_PLASTIC); addCollisionSound(LL_MCODE_WOOD, LL_MCODE_RUBBER, SND_WOOD_RUBBER); addCollisionSound(LL_MCODE_WOOD, LL_MCODE_LIGHT, SND_WOOD_PLASTIC); addCollisionSound(LL_MCODE_FLESH, LL_MCODE_FLESH, SND_FLESH_FLESH); addCollisionSound(LL_MCODE_FLESH, LL_MCODE_PLASTIC, SND_FLESH_PLASTIC); addCollisionSound(LL_MCODE_FLESH, LL_MCODE_RUBBER, SND_FLESH_RUBBER); addCollisionSound(LL_MCODE_FLESH, LL_MCODE_LIGHT, SND_FLESH_PLASTIC); addCollisionSound(LL_MCODE_RUBBER, LL_MCODE_RUBBER, SND_RUBBER_RUBBER); addCollisionSound(LL_MCODE_RUBBER, LL_MCODE_PLASTIC, SND_RUBBER_PLASTIC); addCollisionSound(LL_MCODE_RUBBER, LL_MCODE_LIGHT, SND_RUBBER_PLASTIC); addCollisionSound(LL_MCODE_PLASTIC, LL_MCODE_PLASTIC, SND_PLASTIC_PLASTIC); addCollisionSound(LL_MCODE_PLASTIC, LL_MCODE_LIGHT, SND_PLASTIC_PLASTIC); addCollisionSound(LL_MCODE_LIGHT, LL_MCODE_LIGHT, SND_PLASTIC_PLASTIC); } // Sliding Sounds mSlidingSoundMatrix = new LLUUID[LL_MCODE_END*LL_MCODE_END]; if (mSlidingSoundMatrix) { addSlidingSound(LL_MCODE_STONE, LL_MCODE_STONE, SND_SLIDE_STONE_STONE); addSlidingSound(LL_MCODE_STONE, LL_MCODE_METAL, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_STONE, LL_MCODE_GLASS, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_STONE, LL_MCODE_WOOD, SND_SLIDE_STONE_WOOD); addSlidingSound(LL_MCODE_STONE, LL_MCODE_FLESH, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_STONE, LL_MCODE_PLASTIC, SND_SLIDE_STONE_PLASTIC); addSlidingSound(LL_MCODE_STONE, LL_MCODE_RUBBER, SND_SLIDE_STONE_RUBBER); addSlidingSound(LL_MCODE_STONE, LL_MCODE_LIGHT, SND_SLIDE_STONE_PLASTIC); addSlidingSound(LL_MCODE_METAL, LL_MCODE_METAL, SND_SLIDE_METAL_METAL); addSlidingSound(LL_MCODE_METAL, LL_MCODE_GLASS, SND_SLIDE_METAL_GLASS); addSlidingSound(LL_MCODE_METAL, LL_MCODE_WOOD, SND_SLIDE_METAL_WOOD); addSlidingSound(LL_MCODE_METAL, LL_MCODE_FLESH, SND_SLIDE_METAL_FLESH); addSlidingSound(LL_MCODE_METAL, LL_MCODE_PLASTIC, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_METAL, LL_MCODE_RUBBER, SND_SLIDE_METAL_RUBBER); addSlidingSound(LL_MCODE_METAL, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_GLASS, LL_MCODE_GLASS, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_GLASS, LL_MCODE_WOOD, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_GLASS, LL_MCODE_FLESH, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_GLASS, LL_MCODE_PLASTIC, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_GLASS, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_GLASS, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_WOOD, LL_MCODE_WOOD, SND_SLIDE_WOOD_WOOD); addSlidingSound(LL_MCODE_WOOD, LL_MCODE_FLESH, SND_SLIDE_WOOD_FLESH); addSlidingSound(LL_MCODE_WOOD, LL_MCODE_PLASTIC, SND_SLIDE_WOOD_PLASTIC); addSlidingSound(LL_MCODE_WOOD, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_WOOD, LL_MCODE_LIGHT, SND_SLIDE_WOOD_PLASTIC); addSlidingSound(LL_MCODE_FLESH, LL_MCODE_FLESH, SND_SLIDE_FLESH_FLESH); addSlidingSound(LL_MCODE_FLESH, LL_MCODE_PLASTIC, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_FLESH, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_FLESH, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_RUBBER, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_RUBBER, LL_MCODE_PLASTIC, SND_SLIDE_RUBBER_PLASTIC); addSlidingSound(LL_MCODE_RUBBER, LL_MCODE_LIGHT, SND_SLIDE_RUBBER_PLASTIC); addSlidingSound(LL_MCODE_PLASTIC, LL_MCODE_PLASTIC, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_PLASTIC, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01); addSlidingSound(LL_MCODE_LIGHT, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01); } // Rolling Sounds mRollingSoundMatrix = new LLUUID[LL_MCODE_END*LL_MCODE_END]; if (mRollingSoundMatrix) { addRollingSound(LL_MCODE_STONE, LL_MCODE_STONE, SND_ROLL_STONE_STONE); addRollingSound(LL_MCODE_STONE, LL_MCODE_METAL, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_STONE, LL_MCODE_GLASS, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_STONE, LL_MCODE_WOOD, SND_ROLL_STONE_WOOD); addRollingSound(LL_MCODE_STONE, LL_MCODE_FLESH, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_STONE, LL_MCODE_PLASTIC, SND_ROLL_STONE_PLASTIC); addRollingSound(LL_MCODE_STONE, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_STONE, LL_MCODE_LIGHT, SND_ROLL_STONE_PLASTIC); addRollingSound(LL_MCODE_METAL, LL_MCODE_METAL, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_METAL, LL_MCODE_GLASS, SND_ROLL_METAL_GLASS); addRollingSound(LL_MCODE_METAL, LL_MCODE_WOOD, SND_ROLL_METAL_WOOD); addRollingSound(LL_MCODE_METAL, LL_MCODE_FLESH, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_METAL, LL_MCODE_PLASTIC, SND_ROLL_METAL_WOOD); addRollingSound(LL_MCODE_METAL, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_METAL, LL_MCODE_LIGHT, SND_ROLL_METAL_WOOD); addRollingSound(LL_MCODE_GLASS, LL_MCODE_GLASS, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_GLASS, LL_MCODE_WOOD, SND_ROLL_GLASS_WOOD); addRollingSound(LL_MCODE_GLASS, LL_MCODE_FLESH, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_GLASS, LL_MCODE_PLASTIC, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_GLASS, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_GLASS, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_WOOD, LL_MCODE_WOOD, SND_ROLL_WOOD_WOOD); addRollingSound(LL_MCODE_WOOD, LL_MCODE_FLESH, SND_ROLL_WOOD_FLESH); addRollingSound(LL_MCODE_WOOD, LL_MCODE_PLASTIC, SND_ROLL_WOOD_PLASTIC); addRollingSound(LL_MCODE_WOOD, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_WOOD, LL_MCODE_LIGHT, SND_ROLL_WOOD_PLASTIC); addRollingSound(LL_MCODE_FLESH, LL_MCODE_FLESH, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_FLESH, LL_MCODE_PLASTIC, SND_ROLL_FLESH_PLASTIC); addRollingSound(LL_MCODE_FLESH, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_FLESH, LL_MCODE_LIGHT, SND_ROLL_FLESH_PLASTIC); addRollingSound(LL_MCODE_RUBBER, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_RUBBER, LL_MCODE_PLASTIC, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_RUBBER, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01); addRollingSound(LL_MCODE_PLASTIC, LL_MCODE_PLASTIC, SND_ROLL_PLASTIC_PLASTIC); addRollingSound(LL_MCODE_PLASTIC, LL_MCODE_LIGHT, SND_ROLL_PLASTIC_PLASTIC); addRollingSound(LL_MCODE_LIGHT, LL_MCODE_LIGHT, SND_ROLL_PLASTIC_PLASTIC); } } BOOL LLMaterialTable::add(U8 mcode, const std::string& name, const LLUUID &uuid) { LLMaterialInfo *infop; infop = new LLMaterialInfo(mcode,name,uuid); if (!infop) return FALSE; // Add at the end so the order in menus matches the order in this // file. JNC 11.30.01 mMaterialInfoList.push_back(infop); return TRUE; } BOOL LLMaterialTable::addCollisionSound(U8 mcode, U8 mcode2, const LLUUID &uuid) { if (mCollisionSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END)) { mCollisionSoundMatrix[mcode * LL_MCODE_END + mcode2] = uuid; if (mcode != mcode2) { mCollisionSoundMatrix[mcode2 * LL_MCODE_END + mcode] = uuid; } } return TRUE; } BOOL LLMaterialTable::addSlidingSound(U8 mcode, U8 mcode2, const LLUUID &uuid) { if (mSlidingSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END)) { mSlidingSoundMatrix[mcode * LL_MCODE_END + mcode2] = uuid; if (mcode != mcode2) { mSlidingSoundMatrix[mcode2 * LL_MCODE_END + mcode] = uuid; } } return TRUE; } BOOL LLMaterialTable::addRollingSound(U8 mcode, U8 mcode2, const LLUUID &uuid) { if (mRollingSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END)) { mRollingSoundMatrix[mcode * LL_MCODE_END + mcode2] = uuid; if (mcode != mcode2) { mRollingSoundMatrix[mcode2 * LL_MCODE_END + mcode] = uuid; } } return TRUE; } BOOL LLMaterialTable::addShatterSound(U8 mcode, const LLUUID &uuid) { for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { infop->mShatterSoundID = uuid; return TRUE; } } return FALSE; } BOOL LLMaterialTable::addDensity(U8 mcode, const F32 &density) { for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { infop->mDensity = density; return TRUE; } } return FALSE; } BOOL LLMaterialTable::addRestitution(U8 mcode, const F32 &restitution) { for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { infop->mRestitution = restitution; return TRUE; } } return FALSE; } BOOL LLMaterialTable::addFriction(U8 mcode, const F32 &friction) { for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { infop->mFriction = friction; return TRUE; } } return FALSE; } BOOL LLMaterialTable::addDamageAndEnergy(U8 mcode, const F32 &hp_mod, const F32 &damage_mod, const F32 &ep_mod) { for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { infop->mHPModifier = hp_mod; infop->mDamageModifier = damage_mod; infop->mEPModifier = ep_mod; return TRUE; } } return FALSE; } LLUUID LLMaterialTable::getDefaultTextureID(const std::string& name) { for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (name == infop->mName) { return infop->mDefaultTextureID; } } return LLUUID::null; } LLUUID LLMaterialTable::getDefaultTextureID(U8 mcode) { mcode &= LL_MCODE_MASK; for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { return infop->mDefaultTextureID; } } return LLUUID::null; } U8 LLMaterialTable::getMCode(const std::string& name) { for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (name == infop->mName) { return infop->mMCode; } } return 0; } std::string LLMaterialTable::getName(U8 mcode) { mcode &= LL_MCODE_MASK; for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { return infop->mName; } } return NULL; } LLUUID LLMaterialTable::getCollisionSoundUUID(U8 mcode, U8 mcode2) { mcode &= LL_MCODE_MASK; mcode2 &= LL_MCODE_MASK; //llinfos << "code 1: " << ((U32) mcode) << " code 2:" << ((U32) mcode2) << llendl; if (mCollisionSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END)) { return(mCollisionSoundMatrix[mcode * LL_MCODE_END + mcode2]); } else { //llinfos << "Null Sound" << llendl; return(SND_NULL); } } LLUUID LLMaterialTable::getSlidingSoundUUID(U8 mcode, U8 mcode2) { mcode &= LL_MCODE_MASK; mcode2 &= LL_MCODE_MASK; if (mSlidingSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END)) { return(mSlidingSoundMatrix[mcode * LL_MCODE_END + mcode2]); } else { return(SND_NULL); } } LLUUID LLMaterialTable::getRollingSoundUUID(U8 mcode, U8 mcode2) { mcode &= LL_MCODE_MASK; mcode2 &= LL_MCODE_MASK; if (mRollingSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END)) { return(mRollingSoundMatrix[mcode * LL_MCODE_END + mcode2]); } else { return(SND_NULL); } } LLUUID LLMaterialTable::getGroundCollisionSoundUUID(U8 mcode) { // Create material appropriate sounds for collisions with the ground // For now, simply return a single sound for all materials return SND_STONE_DIRT_02; } LLUUID LLMaterialTable::getGroundSlidingSoundUUID(U8 mcode) { // Create material-specific sound for sliding on ground // For now, just return a single sound return SND_SLIDE_STONE_STONE_01; } LLUUID LLMaterialTable::getGroundRollingSoundUUID(U8 mcode) { // Create material-specific sound for rolling on ground // For now, just return a single sound return SND_SLIDE_STONE_STONE_01; } LLUUID LLMaterialTable::getCollisionParticleUUID(U8 mcode, U8 mcode2) { // Returns an appropriate UUID to use as sprite at collision betweeen objects // For now, just return a single image return IMG_SHOT; } LLUUID LLMaterialTable::getGroundCollisionParticleUUID(U8 mcode) { // Returns an appropriate // For now, just return a single sound return IMG_SMOKE_POOF; } F32 LLMaterialTable::getDensity(U8 mcode) { mcode &= LL_MCODE_MASK; for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { return infop->mDensity; } } return 0.f; } F32 LLMaterialTable::getRestitution(U8 mcode) { mcode &= LL_MCODE_MASK; for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { return infop->mRestitution; } } return LLMaterialTable::DEFAULT_RESTITUTION; } F32 LLMaterialTable::getFriction(U8 mcode) { mcode &= LL_MCODE_MASK; for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { return infop->mFriction; } } return LLMaterialTable::DEFAULT_FRICTION; } F32 LLMaterialTable::getHPMod(U8 mcode) { mcode &= LL_MCODE_MASK; for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { return infop->mHPModifier; } } return 1.f; } F32 LLMaterialTable::getDamageMod(U8 mcode) { mcode &= LL_MCODE_MASK; for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { return infop->mDamageModifier; } } return 1.f; } F32 LLMaterialTable::getEPMod(U8 mcode) { mcode &= LL_MCODE_MASK; for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { return infop->mEPModifier; } } return 1.f; } LLUUID LLMaterialTable::getShatterSoundUUID(U8 mcode) { mcode &= LL_MCODE_MASK; for (info_list_t::iterator iter = mMaterialInfoList.begin(); iter != mMaterialInfoList.end(); ++iter) { LLMaterialInfo *infop = *iter; if (mcode == infop->mMCode) { return infop->mShatterSoundID; } } return SND_NULL; }