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/*
* 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;
}
}
}
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