/** * @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 * $/LicenseInfo$ */ #ifndef LL_LLMATERIALTABLE_H #define LL_LLMATERIALTABLE_H #include "lluuid.h" #include "llstring.h" #include class LLMaterialInfo; 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 LEGACY_DEFAULT_OBJECT_DENSITY = 10.0f; // Avatars density depends on the collision shape used. The approximate // legacy volumes of avatars are: // Body_Length Body_Width Body_Fat Leg_Length Volume(m^3) // ------------------------------------------------------- // min | min | min | min | 0.123 | // 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 // 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; 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 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 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() { }; }; #endif