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author | Robert Adams | 2015-09-08 04:54:16 -0700 |
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committer | Robert Adams | 2015-09-08 04:54:16 -0700 |
commit | e5367d822be9b05e74c859afe2d2956a3e95aa33 (patch) | |
tree | e904050a30715df587aa527d7f313755177726a7 /OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs | |
parent | add lost admin_reset_land method (diff) | |
parent | Deleted access control spec from [LoginService] section of standalone config.... (diff) | |
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Merge of ubitworkvarnew with opensim/master as of 20150905.
This integrates the OpenSim refactoring to make physics, etc into modules.
AVN physics hasn't been moved to new location.
Does not compile yet.
Merge branch 'osmaster' into mbworknew1
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs')
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs | 203 |
1 files changed, 203 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs b/OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs new file mode 100755 index 0000000..0e44d03 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs | |||
@@ -0,0 +1,203 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using System.Reflection; | ||
31 | using Nini.Config; | ||
32 | |||
33 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
34 | { | ||
35 | |||
36 | public struct MaterialAttributes | ||
37 | { | ||
38 | // Material type values that correspond with definitions for LSL | ||
39 | public enum Material : int | ||
40 | { | ||
41 | Stone = 0, | ||
42 | Metal, | ||
43 | Glass, | ||
44 | Wood, | ||
45 | Flesh, | ||
46 | Plastic, | ||
47 | Rubber, | ||
48 | Light, | ||
49 | // Hereafter are BulletSim additions | ||
50 | Avatar, | ||
51 | NumberOfTypes // the count of types in the enum. | ||
52 | } | ||
53 | |||
54 | // Names must be in the order of the above enum. | ||
55 | // These names must coorespond to the lower case field names in the MaterialAttributes | ||
56 | // structure as reflection is used to select the field to put the value in. | ||
57 | public static readonly string[] MaterialAttribs = { "Density", "Friction", "Restitution"}; | ||
58 | |||
59 | public MaterialAttributes(string t, float d, float f, float r) | ||
60 | { | ||
61 | type = t; | ||
62 | density = d; | ||
63 | friction = f; | ||
64 | restitution = r; | ||
65 | } | ||
66 | public string type; | ||
67 | public float density; | ||
68 | public float friction; | ||
69 | public float restitution; | ||
70 | } | ||
71 | |||
72 | public static class BSMaterials | ||
73 | { | ||
74 | // Attributes for each material type | ||
75 | private static readonly MaterialAttributes[] Attributes; | ||
76 | |||
77 | // Map of material name to material type code | ||
78 | public static readonly Dictionary<string, MaterialAttributes.Material> MaterialMap; | ||
79 | |||
80 | static BSMaterials() | ||
81 | { | ||
82 | // Attribute sets for both the non-physical and physical instances of materials. | ||
83 | Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2]; | ||
84 | |||
85 | // Map of name to type code. | ||
86 | MaterialMap = new Dictionary<string, MaterialAttributes.Material>(); | ||
87 | MaterialMap.Add("Stone", MaterialAttributes.Material.Stone); | ||
88 | MaterialMap.Add("Metal", MaterialAttributes.Material.Metal); | ||
89 | MaterialMap.Add("Glass", MaterialAttributes.Material.Glass); | ||
90 | MaterialMap.Add("Wood", MaterialAttributes.Material.Wood); | ||
91 | MaterialMap.Add("Flesh", MaterialAttributes.Material.Flesh); | ||
92 | MaterialMap.Add("Plastic", MaterialAttributes.Material.Plastic); | ||
93 | MaterialMap.Add("Rubber", MaterialAttributes.Material.Rubber); | ||
94 | MaterialMap.Add("Light", MaterialAttributes.Material.Light); | ||
95 | MaterialMap.Add("Avatar", MaterialAttributes.Material.Avatar); | ||
96 | } | ||
97 | |||
98 | // This is where all the default material attributes are defined. | ||
99 | public static void InitializeFromDefaults(ConfigurationParameters parms) | ||
100 | { | ||
101 | // Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL | ||
102 | float dDensity = parms.defaultDensity; | ||
103 | float dFriction = parms.defaultFriction; | ||
104 | float dRestitution = parms.defaultRestitution; | ||
105 | Attributes[(int)MaterialAttributes.Material.Stone] = | ||
106 | new MaterialAttributes("stone",dDensity, 0.8f, 0.4f); | ||
107 | Attributes[(int)MaterialAttributes.Material.Metal] = | ||
108 | new MaterialAttributes("metal",dDensity, 0.3f, 0.4f); | ||
109 | Attributes[(int)MaterialAttributes.Material.Glass] = | ||
110 | new MaterialAttributes("glass",dDensity, 0.2f, 0.7f); | ||
111 | Attributes[(int)MaterialAttributes.Material.Wood] = | ||
112 | new MaterialAttributes("wood",dDensity, 0.6f, 0.5f); | ||
113 | Attributes[(int)MaterialAttributes.Material.Flesh] = | ||
114 | new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f); | ||
115 | Attributes[(int)MaterialAttributes.Material.Plastic] = | ||
116 | new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f); | ||
117 | Attributes[(int)MaterialAttributes.Material.Rubber] = | ||
118 | new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f); | ||
119 | Attributes[(int)MaterialAttributes.Material.Light] = | ||
120 | new MaterialAttributes("light",dDensity, dFriction, dRestitution); | ||
121 | Attributes[(int)MaterialAttributes.Material.Avatar] = | ||
122 | new MaterialAttributes("avatar",3.5f, 0.2f, 0f); | ||
123 | |||
124 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
125 | new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); | ||
126 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
127 | new MaterialAttributes("metalPhysical",dDensity, 0.3f, 0.4f); | ||
128 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
129 | new MaterialAttributes("glassPhysical",dDensity, 0.2f, 0.7f); | ||
130 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
131 | new MaterialAttributes("woodPhysical",dDensity, 0.6f, 0.5f); | ||
132 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
133 | new MaterialAttributes("fleshPhysical",dDensity, 0.9f, 0.3f); | ||
134 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
135 | new MaterialAttributes("plasticPhysical",dDensity, 0.4f, 0.7f); | ||
136 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
137 | new MaterialAttributes("rubberPhysical",dDensity, 0.9f, 0.9f); | ||
138 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
139 | new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); | ||
140 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
141 | new MaterialAttributes("avatarPhysical",3.5f, 0.2f, 0f); | ||
142 | } | ||
143 | |||
144 | // Under the [BulletSim] section, one can change the individual material | ||
145 | // attribute values. The format of the configuration parameter is: | ||
146 | // <materialName><Attribute>["Physical"] = floatValue | ||
147 | // For instance: | ||
148 | // [BulletSim] | ||
149 | // StoneFriction = 0.2 | ||
150 | // FleshRestitutionPhysical = 0.8 | ||
151 | // Materials can have different parameters for their static and | ||
152 | // physical instantiations. When setting the non-physical value, | ||
153 | // both values are changed. Setting the physical value only changes | ||
154 | // the physical value. | ||
155 | public static void InitializefromParameters(IConfig pConfig) | ||
156 | { | ||
157 | foreach (KeyValuePair<string, MaterialAttributes.Material> kvp in MaterialMap) | ||
158 | { | ||
159 | string matName = kvp.Key; | ||
160 | foreach (string attribName in MaterialAttributes.MaterialAttribs) | ||
161 | { | ||
162 | string paramName = matName + attribName; | ||
163 | if (pConfig.Contains(paramName)) | ||
164 | { | ||
165 | float paramValue = pConfig.GetFloat(paramName); | ||
166 | SetAttributeValue((int)kvp.Value, attribName, paramValue); | ||
167 | // set the physical value also | ||
168 | SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | ||
169 | } | ||
170 | paramName += "Physical"; | ||
171 | if (pConfig.Contains(paramName)) | ||
172 | { | ||
173 | float paramValue = pConfig.GetFloat(paramName); | ||
174 | SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | ||
175 | } | ||
176 | } | ||
177 | } | ||
178 | } | ||
179 | |||
180 | // Use reflection to set the value in the attribute structure. | ||
181 | private static void SetAttributeValue(int matType, string attribName, float val) | ||
182 | { | ||
183 | // Get the current attribute values for this material | ||
184 | MaterialAttributes thisAttrib = Attributes[matType]; | ||
185 | // Find the field for the passed attribute name (eg, find field named 'friction') | ||
186 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower()); | ||
187 | if (fieldInfo != null) | ||
188 | { | ||
189 | fieldInfo.SetValue(thisAttrib, val); | ||
190 | // Copy new attributes back to array -- since MaterialAttributes is 'struct', passed by value, not reference. | ||
191 | Attributes[matType] = thisAttrib; | ||
192 | } | ||
193 | } | ||
194 | |||
195 | // Given a material type, return a structure of attributes. | ||
196 | public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical) | ||
197 | { | ||
198 | int ind = (int)type; | ||
199 | if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes; | ||
200 | return Attributes[ind]; | ||
201 | } | ||
202 | } | ||
203 | } | ||