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SingularityViewer/indra/llprimitive/llmaterialtable.cpp

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C++

/**
* @file llmaterialtable.cpp
* @brief Table of material names and IDs for viewer
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#include "linden_common.h"
#include "llmaterialtable.h"
#include "llstl.h"
#include "material_codes.h"
#include "sound_ids.h"
#include "imageids.h"
LLMaterialTable LLMaterialTable::basic(1);
/*
Old Havok 1 constants
// these are the approximately correct friction values for various materials
// however Havok1's friction dynamics are not very correct, so the effective
// friction coefficients that result from these numbers are approximately
// 25-50% too low, more incorrect for the lower values.
F32 const LLMaterialTable::FRICTION_MIN = 0.2f;
F32 const LLMaterialTable::FRICTION_GLASS = 0.2f; // borosilicate glass
F32 const LLMaterialTable::FRICTION_LIGHT = 0.2f; //
F32 const LLMaterialTable::FRICTION_METAL = 0.3f; // steel
F32 const LLMaterialTable::FRICTION_PLASTIC = 0.4f; // HDPE
F32 const LLMaterialTable::FRICTION_WOOD = 0.6f; // southern pine
F32 const LLMaterialTable::FRICTION_FLESH = 0.60f; // saltwater
F32 const LLMaterialTable::FRICTION_LAND = 0.78f; // dirt
F32 const LLMaterialTable::FRICTION_STONE = 0.8f; // concrete
F32 const LLMaterialTable::FRICTION_RUBBER = 0.9f; //
F32 const LLMaterialTable::FRICTION_MAX = 0.95f; //
*/
// #if LL_CURRENT_HAVOK_VERSION == LL_HAVOK_VERSION_460
// Havok4 has more correct friction dynamics, however here we have to use
// the "incorrect" equivalents for the legacy Havok1 behavior
F32 const LLMaterialTable::FRICTION_MIN = 0.15f;
F32 const LLMaterialTable::FRICTION_GLASS = 0.13f; // borosilicate glass
F32 const LLMaterialTable::FRICTION_LIGHT = 0.14f; //
F32 const LLMaterialTable::FRICTION_METAL = 0.22f; // steel
F32 const LLMaterialTable::FRICTION_PLASTIC = 0.3f; // HDPE
F32 const LLMaterialTable::FRICTION_WOOD = 0.44f; // southern pine
F32 const LLMaterialTable::FRICTION_FLESH = 0.46f; // saltwater
F32 const LLMaterialTable::FRICTION_LAND = 0.58f; // dirt
F32 const LLMaterialTable::FRICTION_STONE = 0.6f; // concrete
F32 const LLMaterialTable::FRICTION_RUBBER = 0.67f; //
F32 const LLMaterialTable::FRICTION_MAX = 0.71f; //
// #endif
F32 const LLMaterialTable::RESTITUTION_MIN = 0.02f;
F32 const LLMaterialTable::RESTITUTION_LAND = LLMaterialTable::RESTITUTION_MIN;
F32 const LLMaterialTable::RESTITUTION_FLESH = 0.2f; // saltwater
F32 const LLMaterialTable::RESTITUTION_STONE = 0.4f; // concrete
F32 const LLMaterialTable::RESTITUTION_METAL = 0.4f; // steel
F32 const LLMaterialTable::RESTITUTION_WOOD = 0.5f; // southern pine
F32 const LLMaterialTable::RESTITUTION_GLASS = 0.7f; // borosilicate glass
F32 const LLMaterialTable::RESTITUTION_PLASTIC = 0.7f; // HDPE
F32 const LLMaterialTable::RESTITUTION_LIGHT = 0.7f; //
F32 const LLMaterialTable::RESTITUTION_RUBBER = 0.9f; //
F32 const LLMaterialTable::RESTITUTION_MAX = 0.95f;
F32 const LLMaterialTable::DEFAULT_FRICTION = 0.5f;
F32 const LLMaterialTable::DEFAULT_RESTITUTION = 0.4f;
LLMaterialTable::LLMaterialTable()
: mCollisionSoundMatrix(NULL),
mSlidingSoundMatrix(NULL),
mRollingSoundMatrix(NULL)
{
}
LLMaterialTable::LLMaterialTable(U8 isBasic)
{
initBasicTable();
}
LLMaterialTable::~LLMaterialTable()
{
if (mCollisionSoundMatrix)
{
delete [] mCollisionSoundMatrix;
mCollisionSoundMatrix = NULL;
}
if (mSlidingSoundMatrix)
{
delete [] mSlidingSoundMatrix;
mSlidingSoundMatrix = NULL;
}
if (mRollingSoundMatrix)
{
delete [] mRollingSoundMatrix;
mRollingSoundMatrix = NULL;
}
for_each(mMaterialInfoList.begin(), mMaterialInfoList.end(), DeletePointer());
mMaterialInfoList.clear();
}
void LLMaterialTable::initTableTransNames(std::map<std::string, std::string> namemap)
{
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
std::string name = infop->mName;
infop->mName = namemap[name];
}
}
void LLMaterialTable::initBasicTable()
{
// *TODO: Translate
add(LL_MCODE_STONE,std::string("Stone"), LL_DEFAULT_STONE_UUID);
add(LL_MCODE_METAL,std::string("Metal"), LL_DEFAULT_METAL_UUID);
add(LL_MCODE_GLASS,std::string("Glass"), LL_DEFAULT_GLASS_UUID);
add(LL_MCODE_WOOD,std::string("Wood"), LL_DEFAULT_WOOD_UUID);
add(LL_MCODE_FLESH,std::string("Flesh"), LL_DEFAULT_FLESH_UUID);
add(LL_MCODE_PLASTIC,std::string("Plastic"), LL_DEFAULT_PLASTIC_UUID);
add(LL_MCODE_RUBBER,std::string("Rubber"), LL_DEFAULT_RUBBER_UUID);
add(LL_MCODE_LIGHT,std::string("Light"), LL_DEFAULT_LIGHT_UUID);
// specify densities for these materials. . .
// these were taken from http://www.mcelwee.net/html/densities_of_various_materials.html
addDensity(LL_MCODE_STONE,30.f);
addDensity(LL_MCODE_METAL,50.f);
addDensity(LL_MCODE_GLASS,20.f);
addDensity(LL_MCODE_WOOD,10.f);
addDensity(LL_MCODE_FLESH,10.f);
addDensity(LL_MCODE_PLASTIC,5.f);
addDensity(LL_MCODE_RUBBER,0.5f); //
addDensity(LL_MCODE_LIGHT,20.f); //
// add damage and energy values
addDamageAndEnergy(LL_MCODE_STONE, 1.f, 1.f, 1.f); // concrete
addDamageAndEnergy(LL_MCODE_METAL, 1.f, 1.f, 1.f); // steel
addDamageAndEnergy(LL_MCODE_GLASS, 1.f, 1.f, 1.f); // borosilicate glass
addDamageAndEnergy(LL_MCODE_WOOD, 1.f, 1.f, 1.f); // southern pine
addDamageAndEnergy(LL_MCODE_FLESH, 1.f, 1.f, 1.f); // saltwater
addDamageAndEnergy(LL_MCODE_PLASTIC, 1.f, 1.f, 1.f); // HDPE
addDamageAndEnergy(LL_MCODE_RUBBER, 1.f, 1.f, 1.f); //
addDamageAndEnergy(LL_MCODE_LIGHT, 1.f, 1.f, 1.f); //
addFriction(LL_MCODE_STONE,0.8f); // concrete
addFriction(LL_MCODE_METAL,0.3f); // steel
addFriction(LL_MCODE_GLASS,0.2f); // borosilicate glass
addFriction(LL_MCODE_WOOD,0.6f); // southern pine
addFriction(LL_MCODE_FLESH,0.9f); // saltwater
addFriction(LL_MCODE_PLASTIC,0.4f); // HDPE
addFriction(LL_MCODE_RUBBER,0.9f); //
addFriction(LL_MCODE_LIGHT,0.2f); //
addRestitution(LL_MCODE_STONE,0.4f); // concrete
addRestitution(LL_MCODE_METAL,0.4f); // steel
addRestitution(LL_MCODE_GLASS,0.7f); // borosilicate glass
addRestitution(LL_MCODE_WOOD,0.5f); // southern pine
addRestitution(LL_MCODE_FLESH,0.3f); // saltwater
addRestitution(LL_MCODE_PLASTIC,0.7f); // HDPE
addRestitution(LL_MCODE_RUBBER,0.9f); //
addRestitution(LL_MCODE_LIGHT,0.7f); //
addShatterSound(LL_MCODE_STONE,LLUUID("ea296329-0f09-4993-af1b-e6784bab1dc9"));
addShatterSound(LL_MCODE_METAL,LLUUID("d1375446-1c4d-470b-9135-30132433b678"));
addShatterSound(LL_MCODE_GLASS,LLUUID("85cda060-b393-48e6-81c8-2cfdfb275351"));
addShatterSound(LL_MCODE_WOOD,LLUUID("6f00669f-15e0-4793-a63e-c03f62fee43a"));
addShatterSound(LL_MCODE_FLESH,LLUUID("2d8c6f51-149e-4e23-8413-93a379b42b67"));
addShatterSound(LL_MCODE_PLASTIC,LLUUID("d55c7f3c-e1c3-4ddc-9eff-9ef805d9190e"));
addShatterSound(LL_MCODE_RUBBER,LLUUID("212b6d1e-8d9c-4986-b3aa-f3c6df8d987d"));
addShatterSound(LL_MCODE_LIGHT,LLUUID("d55c7f3c-e1c3-4ddc-9eff-9ef805d9190e"));
// CollisionSounds
mCollisionSoundMatrix = new LLUUID[LL_MCODE_END*LL_MCODE_END];
if (mCollisionSoundMatrix)
{
addCollisionSound(LL_MCODE_STONE, LL_MCODE_STONE, SND_STONE_STONE);
addCollisionSound(LL_MCODE_STONE, LL_MCODE_METAL, SND_STONE_METAL);
addCollisionSound(LL_MCODE_STONE, LL_MCODE_GLASS, SND_STONE_GLASS);
addCollisionSound(LL_MCODE_STONE, LL_MCODE_WOOD, SND_STONE_WOOD);
addCollisionSound(LL_MCODE_STONE, LL_MCODE_FLESH, SND_STONE_FLESH);
addCollisionSound(LL_MCODE_STONE, LL_MCODE_PLASTIC, SND_STONE_PLASTIC);
addCollisionSound(LL_MCODE_STONE, LL_MCODE_RUBBER, SND_STONE_RUBBER);
addCollisionSound(LL_MCODE_STONE, LL_MCODE_LIGHT, SND_STONE_PLASTIC);
addCollisionSound(LL_MCODE_METAL, LL_MCODE_METAL, SND_METAL_METAL);
addCollisionSound(LL_MCODE_METAL, LL_MCODE_GLASS, SND_METAL_GLASS);
addCollisionSound(LL_MCODE_METAL, LL_MCODE_WOOD, SND_METAL_WOOD);
addCollisionSound(LL_MCODE_METAL, LL_MCODE_FLESH, SND_METAL_FLESH);
addCollisionSound(LL_MCODE_METAL, LL_MCODE_PLASTIC, SND_METAL_PLASTIC);
addCollisionSound(LL_MCODE_METAL, LL_MCODE_LIGHT, SND_METAL_PLASTIC);
addCollisionSound(LL_MCODE_METAL, LL_MCODE_RUBBER, SND_METAL_RUBBER);
addCollisionSound(LL_MCODE_GLASS, LL_MCODE_GLASS, SND_GLASS_GLASS);
addCollisionSound(LL_MCODE_GLASS, LL_MCODE_WOOD, SND_GLASS_WOOD);
addCollisionSound(LL_MCODE_GLASS, LL_MCODE_FLESH, SND_GLASS_FLESH);
addCollisionSound(LL_MCODE_GLASS, LL_MCODE_PLASTIC, SND_GLASS_PLASTIC);
addCollisionSound(LL_MCODE_GLASS, LL_MCODE_RUBBER, SND_GLASS_RUBBER);
addCollisionSound(LL_MCODE_GLASS, LL_MCODE_LIGHT, SND_GLASS_PLASTIC);
addCollisionSound(LL_MCODE_WOOD, LL_MCODE_WOOD, SND_WOOD_WOOD);
addCollisionSound(LL_MCODE_WOOD, LL_MCODE_FLESH, SND_WOOD_FLESH);
addCollisionSound(LL_MCODE_WOOD, LL_MCODE_PLASTIC, SND_WOOD_PLASTIC);
addCollisionSound(LL_MCODE_WOOD, LL_MCODE_RUBBER, SND_WOOD_RUBBER);
addCollisionSound(LL_MCODE_WOOD, LL_MCODE_LIGHT, SND_WOOD_PLASTIC);
addCollisionSound(LL_MCODE_FLESH, LL_MCODE_FLESH, SND_FLESH_FLESH);
addCollisionSound(LL_MCODE_FLESH, LL_MCODE_PLASTIC, SND_FLESH_PLASTIC);
addCollisionSound(LL_MCODE_FLESH, LL_MCODE_RUBBER, SND_FLESH_RUBBER);
addCollisionSound(LL_MCODE_FLESH, LL_MCODE_LIGHT, SND_FLESH_PLASTIC);
addCollisionSound(LL_MCODE_RUBBER, LL_MCODE_RUBBER, SND_RUBBER_RUBBER);
addCollisionSound(LL_MCODE_RUBBER, LL_MCODE_PLASTIC, SND_RUBBER_PLASTIC);
addCollisionSound(LL_MCODE_RUBBER, LL_MCODE_LIGHT, SND_RUBBER_PLASTIC);
addCollisionSound(LL_MCODE_PLASTIC, LL_MCODE_PLASTIC, SND_PLASTIC_PLASTIC);
addCollisionSound(LL_MCODE_PLASTIC, LL_MCODE_LIGHT, SND_PLASTIC_PLASTIC);
addCollisionSound(LL_MCODE_LIGHT, LL_MCODE_LIGHT, SND_PLASTIC_PLASTIC);
}
// Sliding Sounds
mSlidingSoundMatrix = new LLUUID[LL_MCODE_END*LL_MCODE_END];
if (mSlidingSoundMatrix)
{
addSlidingSound(LL_MCODE_STONE, LL_MCODE_STONE, SND_SLIDE_STONE_STONE);
addSlidingSound(LL_MCODE_STONE, LL_MCODE_METAL, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_STONE, LL_MCODE_GLASS, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_STONE, LL_MCODE_WOOD, SND_SLIDE_STONE_WOOD);
addSlidingSound(LL_MCODE_STONE, LL_MCODE_FLESH, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_STONE, LL_MCODE_PLASTIC, SND_SLIDE_STONE_PLASTIC);
addSlidingSound(LL_MCODE_STONE, LL_MCODE_RUBBER, SND_SLIDE_STONE_RUBBER);
addSlidingSound(LL_MCODE_STONE, LL_MCODE_LIGHT, SND_SLIDE_STONE_PLASTIC);
addSlidingSound(LL_MCODE_METAL, LL_MCODE_METAL, SND_SLIDE_METAL_METAL);
addSlidingSound(LL_MCODE_METAL, LL_MCODE_GLASS, SND_SLIDE_METAL_GLASS);
addSlidingSound(LL_MCODE_METAL, LL_MCODE_WOOD, SND_SLIDE_METAL_WOOD);
addSlidingSound(LL_MCODE_METAL, LL_MCODE_FLESH, SND_SLIDE_METAL_FLESH);
addSlidingSound(LL_MCODE_METAL, LL_MCODE_PLASTIC, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_METAL, LL_MCODE_RUBBER, SND_SLIDE_METAL_RUBBER);
addSlidingSound(LL_MCODE_METAL, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_GLASS, LL_MCODE_GLASS, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_GLASS, LL_MCODE_WOOD, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_GLASS, LL_MCODE_FLESH, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_GLASS, LL_MCODE_PLASTIC, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_GLASS, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_GLASS, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_WOOD, LL_MCODE_WOOD, SND_SLIDE_WOOD_WOOD);
addSlidingSound(LL_MCODE_WOOD, LL_MCODE_FLESH, SND_SLIDE_WOOD_FLESH);
addSlidingSound(LL_MCODE_WOOD, LL_MCODE_PLASTIC, SND_SLIDE_WOOD_PLASTIC);
addSlidingSound(LL_MCODE_WOOD, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_WOOD, LL_MCODE_LIGHT, SND_SLIDE_WOOD_PLASTIC);
addSlidingSound(LL_MCODE_FLESH, LL_MCODE_FLESH, SND_SLIDE_FLESH_FLESH);
addSlidingSound(LL_MCODE_FLESH, LL_MCODE_PLASTIC, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_FLESH, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_FLESH, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_RUBBER, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_RUBBER, LL_MCODE_PLASTIC, SND_SLIDE_RUBBER_PLASTIC);
addSlidingSound(LL_MCODE_RUBBER, LL_MCODE_LIGHT, SND_SLIDE_RUBBER_PLASTIC);
addSlidingSound(LL_MCODE_PLASTIC, LL_MCODE_PLASTIC, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_PLASTIC, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01);
addSlidingSound(LL_MCODE_LIGHT, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01);
}
// Rolling Sounds
mRollingSoundMatrix = new LLUUID[LL_MCODE_END*LL_MCODE_END];
if (mRollingSoundMatrix)
{
addRollingSound(LL_MCODE_STONE, LL_MCODE_STONE, SND_ROLL_STONE_STONE);
addRollingSound(LL_MCODE_STONE, LL_MCODE_METAL, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_STONE, LL_MCODE_GLASS, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_STONE, LL_MCODE_WOOD, SND_ROLL_STONE_WOOD);
addRollingSound(LL_MCODE_STONE, LL_MCODE_FLESH, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_STONE, LL_MCODE_PLASTIC, SND_ROLL_STONE_PLASTIC);
addRollingSound(LL_MCODE_STONE, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_STONE, LL_MCODE_LIGHT, SND_ROLL_STONE_PLASTIC);
addRollingSound(LL_MCODE_METAL, LL_MCODE_METAL, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_METAL, LL_MCODE_GLASS, SND_ROLL_METAL_GLASS);
addRollingSound(LL_MCODE_METAL, LL_MCODE_WOOD, SND_ROLL_METAL_WOOD);
addRollingSound(LL_MCODE_METAL, LL_MCODE_FLESH, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_METAL, LL_MCODE_PLASTIC, SND_ROLL_METAL_WOOD);
addRollingSound(LL_MCODE_METAL, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_METAL, LL_MCODE_LIGHT, SND_ROLL_METAL_WOOD);
addRollingSound(LL_MCODE_GLASS, LL_MCODE_GLASS, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_GLASS, LL_MCODE_WOOD, SND_ROLL_GLASS_WOOD);
addRollingSound(LL_MCODE_GLASS, LL_MCODE_FLESH, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_GLASS, LL_MCODE_PLASTIC, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_GLASS, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_GLASS, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_WOOD, LL_MCODE_WOOD, SND_ROLL_WOOD_WOOD);
addRollingSound(LL_MCODE_WOOD, LL_MCODE_FLESH, SND_ROLL_WOOD_FLESH);
addRollingSound(LL_MCODE_WOOD, LL_MCODE_PLASTIC, SND_ROLL_WOOD_PLASTIC);
addRollingSound(LL_MCODE_WOOD, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_WOOD, LL_MCODE_LIGHT, SND_ROLL_WOOD_PLASTIC);
addRollingSound(LL_MCODE_FLESH, LL_MCODE_FLESH, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_FLESH, LL_MCODE_PLASTIC, SND_ROLL_FLESH_PLASTIC);
addRollingSound(LL_MCODE_FLESH, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_FLESH, LL_MCODE_LIGHT, SND_ROLL_FLESH_PLASTIC);
addRollingSound(LL_MCODE_RUBBER, LL_MCODE_RUBBER, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_RUBBER, LL_MCODE_PLASTIC, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_RUBBER, LL_MCODE_LIGHT, SND_SLIDE_STONE_STONE_01);
addRollingSound(LL_MCODE_PLASTIC, LL_MCODE_PLASTIC, SND_ROLL_PLASTIC_PLASTIC);
addRollingSound(LL_MCODE_PLASTIC, LL_MCODE_LIGHT, SND_ROLL_PLASTIC_PLASTIC);
addRollingSound(LL_MCODE_LIGHT, LL_MCODE_LIGHT, SND_ROLL_PLASTIC_PLASTIC);
}
}
BOOL LLMaterialTable::add(U8 mcode, const std::string& name, const LLUUID &uuid)
{
LLMaterialInfo *infop;
infop = new LLMaterialInfo(mcode,name,uuid);
if (!infop) return FALSE;
// Add at the end so the order in menus matches the order in this
// file. JNC 11.30.01
mMaterialInfoList.push_back(infop);
return TRUE;
}
BOOL LLMaterialTable::addCollisionSound(U8 mcode, U8 mcode2, const LLUUID &uuid)
{
if (mCollisionSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END))
{
mCollisionSoundMatrix[mcode * LL_MCODE_END + mcode2] = uuid;
if (mcode != mcode2)
{
mCollisionSoundMatrix[mcode2 * LL_MCODE_END + mcode] = uuid;
}
}
return TRUE;
}
BOOL LLMaterialTable::addSlidingSound(U8 mcode, U8 mcode2, const LLUUID &uuid)
{
if (mSlidingSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END))
{
mSlidingSoundMatrix[mcode * LL_MCODE_END + mcode2] = uuid;
if (mcode != mcode2)
{
mSlidingSoundMatrix[mcode2 * LL_MCODE_END + mcode] = uuid;
}
}
return TRUE;
}
BOOL LLMaterialTable::addRollingSound(U8 mcode, U8 mcode2, const LLUUID &uuid)
{
if (mRollingSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END))
{
mRollingSoundMatrix[mcode * LL_MCODE_END + mcode2] = uuid;
if (mcode != mcode2)
{
mRollingSoundMatrix[mcode2 * LL_MCODE_END + mcode] = uuid;
}
}
return TRUE;
}
BOOL LLMaterialTable::addShatterSound(U8 mcode, const LLUUID &uuid)
{
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
infop->mShatterSoundID = uuid;
return TRUE;
}
}
return FALSE;
}
BOOL LLMaterialTable::addDensity(U8 mcode, const F32 &density)
{
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
infop->mDensity = density;
return TRUE;
}
}
return FALSE;
}
BOOL LLMaterialTable::addRestitution(U8 mcode, const F32 &restitution)
{
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
infop->mRestitution = restitution;
return TRUE;
}
}
return FALSE;
}
BOOL LLMaterialTable::addFriction(U8 mcode, const F32 &friction)
{
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
infop->mFriction = friction;
return TRUE;
}
}
return FALSE;
}
BOOL LLMaterialTable::addDamageAndEnergy(U8 mcode, const F32 &hp_mod, const F32 &damage_mod, const F32 &ep_mod)
{
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
infop->mHPModifier = hp_mod;
infop->mDamageModifier = damage_mod;
infop->mEPModifier = ep_mod;
return TRUE;
}
}
return FALSE;
}
LLUUID LLMaterialTable::getDefaultTextureID(const std::string& name)
{
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (name == infop->mName)
{
return infop->mDefaultTextureID;
}
}
return LLUUID::null;
}
LLUUID LLMaterialTable::getDefaultTextureID(U8 mcode)
{
mcode &= LL_MCODE_MASK;
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
return infop->mDefaultTextureID;
}
}
return LLUUID::null;
}
U8 LLMaterialTable::getMCode(const std::string& name)
{
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (name == infop->mName)
{
return infop->mMCode;
}
}
// <edit>
if(name.find("MCode") == 0)
{
S32 s;
sscanf(name.c_str(), "MCode%d", &s);
return U8(s);
}
// </edit>
return 0;
}
std::string LLMaterialTable::getName(U8 mcode)
{
mcode &= LL_MCODE_MASK;
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
return infop->mName;
}
}
// <edit>
//return NULL;
return llformat("MCode%d", mcode);
// </edit>
}
LLUUID LLMaterialTable::getCollisionSoundUUID(U8 mcode, U8 mcode2)
{
mcode &= LL_MCODE_MASK;
mcode2 &= LL_MCODE_MASK;
//llinfos << "code 1: " << ((U32) mcode) << " code 2:" << ((U32) mcode2) << llendl;
if (mCollisionSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END))
{
return(mCollisionSoundMatrix[mcode * LL_MCODE_END + mcode2]);
}
else
{
//llinfos << "Null Sound" << llendl;
return(SND_NULL);
}
}
LLUUID LLMaterialTable::getSlidingSoundUUID(U8 mcode, U8 mcode2)
{
mcode &= LL_MCODE_MASK;
mcode2 &= LL_MCODE_MASK;
if (mSlidingSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END))
{
return(mSlidingSoundMatrix[mcode * LL_MCODE_END + mcode2]);
}
else
{
return(SND_NULL);
}
}
LLUUID LLMaterialTable::getRollingSoundUUID(U8 mcode, U8 mcode2)
{
mcode &= LL_MCODE_MASK;
mcode2 &= LL_MCODE_MASK;
if (mRollingSoundMatrix && (mcode < LL_MCODE_END) && (mcode2 < LL_MCODE_END))
{
return(mRollingSoundMatrix[mcode * LL_MCODE_END + mcode2]);
}
else
{
return(SND_NULL);
}
}
LLUUID LLMaterialTable::getGroundCollisionSoundUUID(U8 mcode)
{
// Create material appropriate sounds for collisions with the ground
// For now, simply return a single sound for all materials
return SND_STONE_DIRT_02;
}
LLUUID LLMaterialTable::getGroundSlidingSoundUUID(U8 mcode)
{
// Create material-specific sound for sliding on ground
// For now, just return a single sound
return SND_SLIDE_STONE_STONE_01;
}
LLUUID LLMaterialTable::getGroundRollingSoundUUID(U8 mcode)
{
// Create material-specific sound for rolling on ground
// For now, just return a single sound
return SND_SLIDE_STONE_STONE_01;
}
LLUUID LLMaterialTable::getCollisionParticleUUID(U8 mcode, U8 mcode2)
{
// Returns an appropriate UUID to use as sprite at collision betweeen objects
// For now, just return a single image
return IMG_SHOT;
}
LLUUID LLMaterialTable::getGroundCollisionParticleUUID(U8 mcode)
{
// Returns an appropriate
// For now, just return a single sound
return IMG_SMOKE_POOF;
}
F32 LLMaterialTable::getDensity(U8 mcode)
{
mcode &= LL_MCODE_MASK;
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
return infop->mDensity;
}
}
return 0.f;
}
F32 LLMaterialTable::getRestitution(U8 mcode)
{
mcode &= LL_MCODE_MASK;
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
return infop->mRestitution;
}
}
return LLMaterialTable::DEFAULT_RESTITUTION;
}
F32 LLMaterialTable::getFriction(U8 mcode)
{
mcode &= LL_MCODE_MASK;
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
return infop->mFriction;
}
}
return LLMaterialTable::DEFAULT_FRICTION;
}
F32 LLMaterialTable::getHPMod(U8 mcode)
{
mcode &= LL_MCODE_MASK;
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
return infop->mHPModifier;
}
}
return 1.f;
}
F32 LLMaterialTable::getDamageMod(U8 mcode)
{
mcode &= LL_MCODE_MASK;
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
return infop->mDamageModifier;
}
}
return 1.f;
}
F32 LLMaterialTable::getEPMod(U8 mcode)
{
mcode &= LL_MCODE_MASK;
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
return infop->mEPModifier;
}
}
return 1.f;
}
LLUUID LLMaterialTable::getShatterSoundUUID(U8 mcode)
{
mcode &= LL_MCODE_MASK;
for (info_list_t::iterator iter = mMaterialInfoList.begin();
iter != mMaterialInfoList.end(); ++iter)
{
LLMaterialInfo *infop = *iter;
if (mcode == infop->mMCode)
{
return infop->mShatterSoundID;
}
}
return SND_NULL;
}