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/**
* @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 <list>
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<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);
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
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