/* * 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 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; } } }