/**
 * @file llmaterialtable.cpp
 * @brief Table of material names and IDs for viewer
 *
 * $LicenseInfo:firstyear=2001&license=viewerlgpl$
 * 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
 * $/LicenseInfo$
 */

#include "linden_common.h"

#include "llmaterialtable.h"
#include "indra_constants.h"
#include "llstl.h"
#include "material_codes.h"
#include "sound_ids.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()
    : mCollisionSoundMatrix(NULL),
      mSlidingSoundMatrix(NULL),
      mRollingSoundMatrix(NULL)
{
}

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 std::string();
}


LLUUID LLMaterialTable::getCollisionSoundUUID(U8 mcode, U8 mcode2)
{
    mcode &= LL_MCODE_MASK;
    mcode2 &= LL_MCODE_MASK;

    //LL_INFOS() << "code 1: " << ((U32) mcode) << " code 2:" << ((U32) mcode2) << LL_ENDL;
    if (mCollisionSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END))
    {
        return(mCollisionSoundMatrix[mcode * LL_MCODE_END + mcode2]);
    }
    else
    {
        //LL_INFOS() << "Null Sound" << LL_ENDL;
        return(SND_NULL);
    }
}

bool LLMaterialTable::isCollisionSound(const LLUUID &uuid)
{
    for (U8 i = 0; i < LL_MCODE_END; i++)
    {
        for (U8 j = 0; j < LL_MCODE_END; j++)
        {
            i &= LL_MCODE_MASK;
            j &= LL_MCODE_MASK;
            if (mCollisionSoundMatrix[i * LL_MCODE_END + j] == uuid)
            {
                return true;
            }
        }
    }
    return false;
}

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;
}