/* * 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 copyright * 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 OpenMetaverse; using OpenMetaverse.StructuredData; 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; } } public class FaceMaterial { public UUID ID; public UUID NormalMapID = UUID.Zero; public float NormalOffsetX = 0.0f; public float NormalOffsetY = 0.0f; public float NormalRepeatX = 1.0f; public float NormalRepeatY = 1.0f; public float NormalRotation = 0.0f; public UUID SpecularMapID = UUID.Zero; public float SpecularOffsetX = 0.0f; public float SpecularOffsetY = 0.0f; public float SpecularRepeatX = 1.0f; public float SpecularRepeatY = 1.0f; public float SpecularRotation = 0.0f; public Color4 SpecularLightColor = new Color4(255,255,255,255); public Byte SpecularLightExponent = 51; public Byte EnvironmentIntensity = 0; public Byte DiffuseAlphaMode = 1; public Byte AlphaMaskCutoff = 0; public FaceMaterial() { } public FaceMaterial(UUID pID, OSDMap mat) { ID = pID; if(mat == null) return; float scale = 0.0001f; NormalMapID = mat["NormMap"].AsUUID(); NormalOffsetX = scale * (float)mat["NormOffsetX"].AsReal(); NormalOffsetY = scale * (float)mat["NormOffsetY"].AsReal(); NormalRepeatX = scale * (float)mat["NormRepeatX"].AsReal(); NormalRepeatY = scale * (float)mat["NormRepeatY"].AsReal(); NormalRotation = scale * (float)mat["NormRotation"].AsReal(); SpecularMapID = mat["SpecMap"].AsUUID(); SpecularOffsetX = scale * (float)mat["SpecOffsetX"].AsReal(); SpecularOffsetY = scale * (float)mat["SpecOffsetY"].AsReal(); SpecularRepeatX = scale * (float)mat["SpecRepeatX"].AsReal(); SpecularRepeatY = scale * (float)mat["SpecRepeatY"].AsReal(); SpecularRotation = scale * (float)mat["SpecRotation"].AsReal(); SpecularLightColor = mat["SpecColor"].AsColor4(); SpecularLightExponent = (Byte)mat["SpecExp"].AsUInteger(); EnvironmentIntensity = (Byte)mat["EnvIntensity"].AsUInteger(); DiffuseAlphaMode = (Byte)mat["DiffuseAlphaMode"].AsUInteger(); AlphaMaskCutoff = (Byte)mat["AlphaMaskCutoff"].AsUInteger(); } public OSDMap toOSD() { OSDMap mat = new OSDMap(); float scale = 10000f; mat["NormMap"] = NormalMapID; mat["NormOffsetX"] = (int) (scale * NormalOffsetX); mat["NormOffsetY"] = (int) (scale * NormalOffsetY); mat["NormRepeatX"] = (int) (scale * NormalRepeatX); mat["NormRepeatY"] = (int) (scale * NormalRepeatY); mat["NormRotation"] = (int) (scale * NormalRotation); mat["SpecMap"] = SpecularMapID; mat["SpecOffsetX"] = (int) (scale * SpecularOffsetX); mat["SpecOffsetY"] = (int) (scale * SpecularOffsetY); mat["SpecRepeatX"] = (int) (scale * SpecularRepeatX); mat["SpecRepeatY"] = (int) (scale * SpecularRepeatY); mat["SpecRotation"] = (int) (scale * SpecularRotation); mat["SpecColor"] = SpecularLightColor; mat["SpecExp"] = SpecularLightExponent; mat["EnvIntensity"] = EnvironmentIntensity; mat["DiffuseAlphaMode"] = DiffuseAlphaMode; mat["AlphaMaskCutoff"] = AlphaMaskCutoff; return mat; } } }