OpenSimMirror/OpenSim/Region/Framework/Scenes/SOPMaterial.cs

95 lines
3.4 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:
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* notice, this list of conditions and the following disclaimer.
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* 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Region.Framework.Scenes
{
public static class SOPMaterialData
{
public enum SopMaterial : int // redundante and not in use for now
{
Stone = 0,
Metal = 1,
Glass = 2,
Wood = 3,
Flesh = 4,
Plastic = 5,
Rubber = 6,
light = 7 // compatibility with old viewers
}
private struct MaterialData
{
public float friction;
public float bounce;
public MaterialData(float f, float b)
{
friction = f;
bounce = b;
}
}
private static MaterialData[] m_materialdata = {
new MaterialData(0.8f,0.4f), // Stone
new MaterialData(0.3f,0.4f), // Metal
new MaterialData(0.2f,0.7f), // Glass
new MaterialData(0.6f,0.5f), // Wood
new MaterialData(0.9f,0.3f), // Flesh
new MaterialData(0.4f,0.7f), // Plastic
new MaterialData(0.9f,0.95f), // Rubber
new MaterialData(0.0f,0.0f) // light ??
};
public static Material MaxMaterial
{
get { return (Material)(m_materialdata.Length - 1); }
}
public static float friction(Material material)
{
int indx = (int)material;
if (indx < m_materialdata.Length)
return (m_materialdata[indx].friction);
else
return 0;
}
public static float bounce(Material material)
{
int indx = (int)material;
if (indx < m_materialdata.Length)
return (m_materialdata[indx].bounce);
else
return 0;
}
}
}