95 lines
3.4 KiB
C#
95 lines
3.4 KiB
C#
/*
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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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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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public enum SopMaterial : int // redundante and not in use for now
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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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}
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} |