2012-03-13 17:56:32 +00:00
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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2017-04-24 06:06:48 +00:00
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using OpenMetaverse.StructuredData;
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2012-03-13 17:56:32 +00:00
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using OpenSim.Framework;
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namespace OpenSim.Region.Framework.Scenes
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{
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public static class SOPMaterialData
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{
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2017-01-05 19:07:37 +00:00
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public enum SopMaterial : int // redundante and not in use for now
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2012-03-13 17:56:32 +00:00
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{
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Stone = 0,
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Metal = 1,
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Glass = 2,
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Wood = 3,
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Flesh = 4,
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Plastic = 5,
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Rubber = 6,
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light = 7 // compatibility with old viewers
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}
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private struct MaterialData
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{
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public float friction;
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public float bounce;
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public MaterialData(float f, float b)
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{
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friction = f;
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bounce = b;
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}
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}
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private static MaterialData[] m_materialdata = {
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new MaterialData(0.8f,0.4f), // Stone
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new MaterialData(0.3f,0.4f), // Metal
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new MaterialData(0.2f,0.7f), // Glass
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new MaterialData(0.6f,0.5f), // Wood
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new MaterialData(0.9f,0.3f), // Flesh
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new MaterialData(0.4f,0.7f), // Plastic
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new MaterialData(0.9f,0.95f), // Rubber
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new MaterialData(0.0f,0.0f) // light ??
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};
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public static Material MaxMaterial
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{
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get { return (Material)(m_materialdata.Length - 1); }
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}
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public static float friction(Material material)
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{
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int indx = (int)material;
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if (indx < m_materialdata.Length)
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return (m_materialdata[indx].friction);
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else
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return 0;
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}
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public static float bounce(Material material)
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{
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int indx = (int)material;
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if (indx < m_materialdata.Length)
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return (m_materialdata[indx].bounce);
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else
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return 0;
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}
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2017-04-24 06:06:48 +00:00
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}
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public class FaceMaterial
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{
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public UUID ID;
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public UUID NormalMapID = UUID.Zero;
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2017-04-24 10:46:13 +00:00
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public float NormalOffsetX = 0.0f;
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public float NormalOffsetY = 0.0f;
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public float NormalRepeatX = 1.0f;
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public float NormalRepeatY = 1.0f;
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2017-04-24 06:06:48 +00:00
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public float NormalRotation = 0.0f;
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public UUID SpecularMapID = UUID.Zero;
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2017-04-24 10:46:13 +00:00
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public float SpecularOffsetX = 0.0f;
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public float SpecularOffsetY = 0.0f;
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public float SpecularRepeatX = 1.0f;
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public float SpecularRepeatY = 1.0f;
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2017-04-24 06:06:48 +00:00
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public float SpecularRotation = 0.0f;
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public Color4 SpecularLightColor = new Color4(255,255,255,255);
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public Byte SpecularLightExponent = 51;
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public Byte EnvironmentIntensity = 0;
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public Byte DiffuseAlphaMode = 1;
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public Byte AlphaMaskCutoff = 0;
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public FaceMaterial()
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{ }
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public FaceMaterial(UUID pID, OSDMap mat)
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{
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ID = pID;
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if(mat == null)
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return;
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float scale = 0.0001f;
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NormalMapID = mat["NormMap"].AsUUID();
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NormalOffsetX = scale * (float)mat["NormOffsetX"].AsReal();
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NormalOffsetY = scale * (float)mat["NormOffsetY"].AsReal();
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NormalRepeatX = scale * (float)mat["NormRepeatX"].AsReal();
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NormalRepeatY = scale * (float)mat["NormRepeatY"].AsReal();
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NormalRotation = scale * (float)mat["NormRotation"].AsReal();
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SpecularMapID = mat["SpecMap"].AsUUID();
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SpecularOffsetX = scale * (float)mat["SpecOffsetX"].AsReal();
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SpecularOffsetY = scale * (float)mat["SpecOffsetY"].AsReal();
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SpecularRepeatX = scale * (float)mat["SpecRepeatX"].AsReal();
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SpecularRepeatY = scale * (float)mat["SpecRepeatY"].AsReal();
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SpecularRotation = scale * (float)mat["SpecRotation"].AsReal();
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2012-03-13 17:56:32 +00:00
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2017-04-24 06:06:48 +00:00
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SpecularLightColor = mat["SpecColor"].AsColor4();
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SpecularLightExponent = (Byte)mat["SpecExp"].AsUInteger();
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EnvironmentIntensity = (Byte)mat["EnvIntensity"].AsUInteger();
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DiffuseAlphaMode = (Byte)mat["DiffuseAlphaMode"].AsUInteger();
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AlphaMaskCutoff = (Byte)mat["AlphaMaskCutoff"].AsUInteger();
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}
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public OSDMap toOSD()
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{
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OSDMap mat = new OSDMap();
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float scale = 10000f;
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mat["NormMap"] = NormalMapID;
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mat["NormOffsetX"] = (int) (scale * NormalOffsetX);
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mat["NormOffsetY"] = (int) (scale * NormalOffsetY);
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mat["NormRepeatX"] = (int) (scale * NormalRepeatX);
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mat["NormRepeatY"] = (int) (scale * NormalRepeatY);
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mat["NormRotation"] = (int) (scale * NormalRotation);
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mat["SpecMap"] = SpecularMapID;
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mat["SpecOffsetX"] = (int) (scale * SpecularOffsetX);
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mat["SpecOffsetY"] = (int) (scale * SpecularOffsetY);
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mat["SpecRepeatX"] = (int) (scale * SpecularRepeatX);
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mat["SpecRepeatY"] = (int) (scale * SpecularRepeatY);
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mat["SpecRotation"] = (int) (scale * SpecularRotation);
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mat["SpecColor"] = SpecularLightColor;
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mat["SpecExp"] = SpecularLightExponent;
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mat["EnvIntensity"] = EnvironmentIntensity;
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mat["DiffuseAlphaMode"] = DiffuseAlphaMode;
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mat["AlphaMaskCutoff"] = AlphaMaskCutoff;
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return mat;
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}
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2012-03-13 17:56:32 +00:00
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}
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}
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