201 lines
9.6 KiB
C#
201 lines
9.6 KiB
C#
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyrightD
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSimulator Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
using System.Reflection;
|
|
using Nini.Config;
|
|
|
|
namespace OpenSim.Region.Physics.BulletSNPlugin
|
|
{
|
|
|
|
public struct MaterialAttributes
|
|
{
|
|
// Material type values that correspond with definitions for LSL
|
|
public enum Material : int
|
|
{
|
|
Stone = 0,
|
|
Metal,
|
|
Glass,
|
|
Wood,
|
|
Flesh,
|
|
Plastic,
|
|
Rubber,
|
|
Light,
|
|
// Hereafter are BulletSim additions
|
|
Avatar,
|
|
NumberOfTypes // the count of types in the enum.
|
|
}
|
|
|
|
// Names must be in the order of the above enum.
|
|
// These names must coorespond to the lower case field names in the MaterialAttributes
|
|
// structure as reflection is used to select the field to put the value in.
|
|
public static readonly string[] MaterialAttribs = { "Density", "Friction", "Restitution"};
|
|
|
|
public MaterialAttributes(string t, float d, float f, float r)
|
|
{
|
|
type = t;
|
|
density = d;
|
|
friction = f;
|
|
restitution = r;
|
|
}
|
|
public string type;
|
|
public float density;
|
|
public float friction;
|
|
public float restitution;
|
|
}
|
|
|
|
public static class BSMaterials
|
|
{
|
|
// Attributes for each material type
|
|
private static readonly MaterialAttributes[] Attributes;
|
|
|
|
// Map of material name to material type code
|
|
public static readonly Dictionary<string, MaterialAttributes.Material> MaterialMap;
|
|
|
|
static BSMaterials()
|
|
{
|
|
// Attribute sets for both the non-physical and physical instances of materials.
|
|
Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2];
|
|
|
|
// Map of name to type code.
|
|
MaterialMap = new Dictionary<string, MaterialAttributes.Material>();
|
|
MaterialMap.Add("Stone", MaterialAttributes.Material.Stone);
|
|
MaterialMap.Add("Metal", MaterialAttributes.Material.Metal);
|
|
MaterialMap.Add("Glass", MaterialAttributes.Material.Glass);
|
|
MaterialMap.Add("Wood", MaterialAttributes.Material.Wood);
|
|
MaterialMap.Add("Flesh", MaterialAttributes.Material.Flesh);
|
|
MaterialMap.Add("Plastic", MaterialAttributes.Material.Plastic);
|
|
MaterialMap.Add("Rubber", MaterialAttributes.Material.Rubber);
|
|
MaterialMap.Add("Light", MaterialAttributes.Material.Light);
|
|
MaterialMap.Add("Avatar", MaterialAttributes.Material.Avatar);
|
|
}
|
|
|
|
// This is where all the default material attributes are defined.
|
|
public static void InitializeFromDefaults(ConfigurationParameters parms)
|
|
{
|
|
// Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL
|
|
float dDensity = parms.defaultDensity;
|
|
float dFriction = parms.defaultFriction;
|
|
float dRestitution = parms.defaultRestitution;
|
|
Attributes[(int)MaterialAttributes.Material.Stone] =
|
|
new MaterialAttributes("stone",dDensity, 0.8f, 0.4f);
|
|
Attributes[(int)MaterialAttributes.Material.Metal] =
|
|
new MaterialAttributes("metal",dDensity, 0.3f, 0.4f);
|
|
Attributes[(int)MaterialAttributes.Material.Glass] =
|
|
new MaterialAttributes("glass",dDensity, 0.2f, 0.7f);
|
|
Attributes[(int)MaterialAttributes.Material.Wood] =
|
|
new MaterialAttributes("wood",dDensity, 0.6f, 0.5f);
|
|
Attributes[(int)MaterialAttributes.Material.Flesh] =
|
|
new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f);
|
|
Attributes[(int)MaterialAttributes.Material.Plastic] =
|
|
new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f);
|
|
Attributes[(int)MaterialAttributes.Material.Rubber] =
|
|
new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f);
|
|
Attributes[(int)MaterialAttributes.Material.Light] =
|
|
new MaterialAttributes("light",dDensity, dFriction, dRestitution);
|
|
Attributes[(int)MaterialAttributes.Material.Avatar] =
|
|
new MaterialAttributes("avatar",3.5f, 0.2f, 0f);
|
|
|
|
Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] =
|
|
new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f);
|
|
Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] =
|
|
new MaterialAttributes("metalPhysical",dDensity, 0.3f, 0.4f);
|
|
Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] =
|
|
new MaterialAttributes("glassPhysical",dDensity, 0.2f, 0.7f);
|
|
Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] =
|
|
new MaterialAttributes("woodPhysical",dDensity, 0.6f, 0.5f);
|
|
Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] =
|
|
new MaterialAttributes("fleshPhysical",dDensity, 0.9f, 0.3f);
|
|
Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] =
|
|
new MaterialAttributes("plasticPhysical",dDensity, 0.4f, 0.7f);
|
|
Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] =
|
|
new MaterialAttributes("rubberPhysical",dDensity, 0.9f, 0.9f);
|
|
Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] =
|
|
new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution);
|
|
Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] =
|
|
new MaterialAttributes("avatarPhysical",3.5f, 0.2f, 0f);
|
|
}
|
|
|
|
// Under the [BulletSim] section, one can change the individual material
|
|
// attribute values. The format of the configuration parameter is:
|
|
// <materialName><Attribute>["Physical"] = floatValue
|
|
// For instance:
|
|
// [BulletSim]
|
|
// StoneFriction = 0.2
|
|
// FleshRestitutionPhysical = 0.8
|
|
// Materials can have different parameters for their static and
|
|
// physical instantiations. When setting the non-physical value,
|
|
// both values are changed. Setting the physical value only changes
|
|
// the physical value.
|
|
public static void InitializefromParameters(IConfig pConfig)
|
|
{
|
|
foreach (KeyValuePair<string, MaterialAttributes.Material> kvp in MaterialMap)
|
|
{
|
|
string matName = kvp.Key;
|
|
foreach (string attribName in MaterialAttributes.MaterialAttribs)
|
|
{
|
|
string paramName = matName + attribName;
|
|
if (pConfig.Contains(paramName))
|
|
{
|
|
float paramValue = pConfig.GetFloat(paramName);
|
|
SetAttributeValue((int)kvp.Value, attribName, paramValue);
|
|
// set the physical value also
|
|
SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue);
|
|
}
|
|
paramName += "Physical";
|
|
if (pConfig.Contains(paramName))
|
|
{
|
|
float paramValue = pConfig.GetFloat(paramName);
|
|
SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Use reflection to set the value in the attribute structure.
|
|
private static void SetAttributeValue(int matType, string attribName, float val)
|
|
{
|
|
MaterialAttributes thisAttrib = Attributes[matType];
|
|
FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower());
|
|
if (fieldInfo != null)
|
|
{
|
|
fieldInfo.SetValue(thisAttrib, val);
|
|
Attributes[matType] = thisAttrib;
|
|
}
|
|
}
|
|
|
|
// Given a material type, return a structure of attributes.
|
|
public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical)
|
|
{
|
|
int ind = (int)type;
|
|
if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes;
|
|
return Attributes[ind];
|
|
}
|
|
}
|
|
}
|