191 lines
6.5 KiB
C++
191 lines
6.5 KiB
C++
/**
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* @file llmaterialtable.h
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* @brief Table of material information for the viewer UI
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLMATERIALTABLE_H
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#define LL_LLMATERIALTABLE_H
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#include "lluuid.h"
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#include "llstring.h"
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#include <list>
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class LLMaterialInfo;
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const U32 LLMATERIAL_INFO_NAME_LENGTH = 256;
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// We've moved toward more reasonable mass values for the Havok4 engine.
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// The LEGACY_DEFAULT_OBJECT_DENSITY is used to maintain support for
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// legacy scripts code (llGetMass()) and script energy consumption.
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const F32 DEFAULT_OBJECT_DENSITY = 1000.0f; // per m^3
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const F32 LEGACY_DEFAULT_OBJECT_DENSITY = 10.0f;
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// Avatars density depends on the collision shape used. The approximate
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// legacy volumes of avatars are:
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// Body_Length Body_Width Body_Fat Leg_Length Volume(m^3)
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// -------------------------------------------------------
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// min | min | min | min | 0.123 |
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// max | max | max | max | 0.208 |
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//
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// Either the avatar shape must be tweaked to match those volumes
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// or the DEFAULT_AVATAR_DENSITY must be adjusted to achieve the
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// legacy mass.
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//
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// The current density appears to be low because the mass and
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// inertia are computed as if the avatar were a cylinder which
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// has more volume than the actual collision shape of the avatar.
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// See the physics engine mass properties code for more info.
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const F32 DEFAULT_AVATAR_DENSITY = 445.3f; // was 444.24f;
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class LLMaterialTable
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{
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public:
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static const F32 FRICTION_MIN;
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static const F32 FRICTION_GLASS;
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static const F32 FRICTION_LIGHT;
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static const F32 FRICTION_METAL;
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static const F32 FRICTION_PLASTIC;
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static const F32 FRICTION_WOOD;
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static const F32 FRICTION_LAND;
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static const F32 FRICTION_STONE;
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static const F32 FRICTION_FLESH;
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static const F32 FRICTION_RUBBER;
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static const F32 FRICTION_MAX;
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static const F32 RESTITUTION_MIN;
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static const F32 RESTITUTION_LAND;
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static const F32 RESTITUTION_FLESH;
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static const F32 RESTITUTION_STONE;
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static const F32 RESTITUTION_METAL;
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static const F32 RESTITUTION_WOOD;
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static const F32 RESTITUTION_GLASS;
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static const F32 RESTITUTION_PLASTIC;
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static const F32 RESTITUTION_LIGHT;
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static const F32 RESTITUTION_RUBBER;
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static const F32 RESTITUTION_MAX;
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typedef std::list<LLMaterialInfo*> info_list_t;
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info_list_t mMaterialInfoList;
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LLUUID *mCollisionSoundMatrix;
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LLUUID *mSlidingSoundMatrix;
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LLUUID *mRollingSoundMatrix;
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static const F32 DEFAULT_FRICTION;
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static const F32 DEFAULT_RESTITUTION;
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public:
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LLMaterialTable();
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LLMaterialTable(U8); // cheat with an overloaded constructor to build our basic table
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~LLMaterialTable();
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void initBasicTable();
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void initTableTransNames(std::map<std::string, std::string> namemap);
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bool add(U8 mcode, const std::string& name, const LLUUID &uuid);
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bool addCollisionSound(U8 mcode, U8 mcode2, const LLUUID &uuid);
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bool addSlidingSound(U8 mcode, U8 mcode2, const LLUUID &uuid);
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bool addRollingSound(U8 mcode, U8 mcode2, const LLUUID &uuid);
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bool addShatterSound(U8 mcode, const LLUUID &uuid);
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bool addDensity(U8 mcode, const F32 &density);
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bool addFriction(U8 mcode, const F32 &friction);
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bool addRestitution(U8 mcode, const F32 &restitution);
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bool addDamageAndEnergy(U8 mcode, const F32 &hp_mod, const F32 &damage_mod, const F32 &ep_mod);
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LLUUID getDefaultTextureID(const std::string& name); // LLUUID::null if not found
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LLUUID getDefaultTextureID(U8 mcode); // LLUUID::null if not found
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U8 getMCode(const std::string& name); // 0 if not found
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std::string getName(U8 mcode);
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F32 getDensity(U8 mcode); // kg/m^3, 0 if not found
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F32 getFriction(U8 mcode); // physics values
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F32 getRestitution(U8 mcode); // physics values
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F32 getHPMod(U8 mcode);
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F32 getDamageMod(U8 mcode);
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F32 getEPMod(U8 mcode);
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bool isCollisionSound(const LLUUID &uuid);
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LLUUID getCollisionSoundUUID(U8 mcode, U8 mcode2);
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LLUUID getSlidingSoundUUID(U8 mcode, U8 mcode2);
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LLUUID getRollingSoundUUID(U8 mcode, U8 mcode2);
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LLUUID getShatterSoundUUID(U8 mcode); // LLUUID::null if not found
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LLUUID getGroundCollisionSoundUUID(U8 mcode);
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LLUUID getGroundSlidingSoundUUID(U8 mcode);
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LLUUID getGroundRollingSoundUUID(U8 mcode);
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LLUUID getCollisionParticleUUID(U8 mcode, U8 mcode2);
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LLUUID getGroundCollisionParticleUUID(U8 mcode);
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static LLMaterialTable basic;
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};
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class LLMaterialInfo
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{
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public:
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U8 mMCode;
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std::string mName;
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LLUUID mDefaultTextureID;
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LLUUID mShatterSoundID;
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F32 mDensity; // kg/m^3
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F32 mFriction;
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F32 mRestitution;
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// damage and energy constants
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F32 mHPModifier; // modifier on mass based HP total
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F32 mDamageModifier; // modifier on KE based damage
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F32 mEPModifier; // modifier on mass based EP total
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LLMaterialInfo(U8 mcode, const std::string& name, const LLUUID &uuid)
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{
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init(mcode,name,uuid);
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};
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void init(U8 mcode, const std::string& name, const LLUUID &uuid)
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{
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mDensity = 1000.f; // default to 1000.0 (water)
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mFriction = LLMaterialTable::DEFAULT_FRICTION;
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mRestitution = LLMaterialTable::DEFAULT_RESTITUTION;
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mHPModifier = 1.f;
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mDamageModifier = 1.f;
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mEPModifier = 1.f;
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mMCode = mcode;
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mName = name;
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mDefaultTextureID = uuid;
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};
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~LLMaterialInfo()
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{
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};
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};
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#endif
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