123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200 |
- /*
- * 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 copyrightD
- * 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 System.Text;
- using System.Reflection;
- using Nini.Config;
- namespace OpenSim.Region.Physics.BulletSNPlugin
- {
- public struct MaterialAttributes
- {
- // Material type values that correspond with definitions for LSL
- public enum Material : int
- {
- Stone = 0,
- Metal,
- Glass,
- Wood,
- Flesh,
- Plastic,
- Rubber,
- Light,
- // Hereafter are BulletSim additions
- Avatar,
- NumberOfTypes // the count of types in the enum.
- }
- // Names must be in the order of the above enum.
- // These names must coorespond to the lower case field names in the MaterialAttributes
- // structure as reflection is used to select the field to put the value in.
- public static readonly string[] MaterialAttribs = { "Density", "Friction", "Restitution"};
- public MaterialAttributes(string t, float d, float f, float r)
- {
- type = t;
- density = d;
- friction = f;
- restitution = r;
- }
- public string type;
- public float density;
- public float friction;
- public float restitution;
- }
- public static class BSMaterials
- {
- // Attributes for each material type
- private static readonly MaterialAttributes[] Attributes;
- // Map of material name to material type code
- public static readonly Dictionary<string, MaterialAttributes.Material> MaterialMap;
- static BSMaterials()
- {
- // Attribute sets for both the non-physical and physical instances of materials.
- Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2];
- // Map of name to type code.
- MaterialMap = new Dictionary<string, MaterialAttributes.Material>();
- MaterialMap.Add("Stone", MaterialAttributes.Material.Stone);
- MaterialMap.Add("Metal", MaterialAttributes.Material.Metal);
- MaterialMap.Add("Glass", MaterialAttributes.Material.Glass);
- MaterialMap.Add("Wood", MaterialAttributes.Material.Wood);
- MaterialMap.Add("Flesh", MaterialAttributes.Material.Flesh);
- MaterialMap.Add("Plastic", MaterialAttributes.Material.Plastic);
- MaterialMap.Add("Rubber", MaterialAttributes.Material.Rubber);
- MaterialMap.Add("Light", MaterialAttributes.Material.Light);
- MaterialMap.Add("Avatar", MaterialAttributes.Material.Avatar);
- }
- // This is where all the default material attributes are defined.
- public static void InitializeFromDefaults(ConfigurationParameters parms)
- {
- // Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL
- float dDensity = parms.defaultDensity;
- float dFriction = parms.defaultFriction;
- float dRestitution = parms.defaultRestitution;
- Attributes[(int)MaterialAttributes.Material.Stone] =
- new MaterialAttributes("stone",dDensity, 0.8f, 0.4f);
- Attributes[(int)MaterialAttributes.Material.Metal] =
- new MaterialAttributes("metal",dDensity, 0.3f, 0.4f);
- Attributes[(int)MaterialAttributes.Material.Glass] =
- new MaterialAttributes("glass",dDensity, 0.2f, 0.7f);
- Attributes[(int)MaterialAttributes.Material.Wood] =
- new MaterialAttributes("wood",dDensity, 0.6f, 0.5f);
- Attributes[(int)MaterialAttributes.Material.Flesh] =
- new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f);
- Attributes[(int)MaterialAttributes.Material.Plastic] =
- new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f);
- Attributes[(int)MaterialAttributes.Material.Rubber] =
- new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f);
- Attributes[(int)MaterialAttributes.Material.Light] =
- new MaterialAttributes("light",dDensity, dFriction, dRestitution);
- Attributes[(int)MaterialAttributes.Material.Avatar] =
- new MaterialAttributes("avatar",3.5f, 0.2f, 0f);
- Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] =
- new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f);
- Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] =
- new MaterialAttributes("metalPhysical",dDensity, 0.3f, 0.4f);
- Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] =
- new MaterialAttributes("glassPhysical",dDensity, 0.2f, 0.7f);
- Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] =
- new MaterialAttributes("woodPhysical",dDensity, 0.6f, 0.5f);
- Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] =
- new MaterialAttributes("fleshPhysical",dDensity, 0.9f, 0.3f);
- Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] =
- new MaterialAttributes("plasticPhysical",dDensity, 0.4f, 0.7f);
- Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] =
- new MaterialAttributes("rubberPhysical",dDensity, 0.9f, 0.9f);
- Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] =
- new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution);
- Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] =
- new MaterialAttributes("avatarPhysical",3.5f, 0.2f, 0f);
- }
- // Under the [BulletSim] section, one can change the individual material
- // attribute values. The format of the configuration parameter is:
- // <materialName><Attribute>["Physical"] = floatValue
- // For instance:
- // [BulletSim]
- // StoneFriction = 0.2
- // FleshRestitutionPhysical = 0.8
- // Materials can have different parameters for their static and
- // physical instantiations. When setting the non-physical value,
- // both values are changed. Setting the physical value only changes
- // the physical value.
- public static void InitializefromParameters(IConfig pConfig)
- {
- foreach (KeyValuePair<string, MaterialAttributes.Material> kvp in MaterialMap)
- {
- string matName = kvp.Key;
- foreach (string attribName in MaterialAttributes.MaterialAttribs)
- {
- string paramName = matName + attribName;
- if (pConfig.Contains(paramName))
- {
- float paramValue = pConfig.GetFloat(paramName);
- SetAttributeValue((int)kvp.Value, attribName, paramValue);
- // set the physical value also
- SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue);
- }
- paramName += "Physical";
- if (pConfig.Contains(paramName))
- {
- float paramValue = pConfig.GetFloat(paramName);
- SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue);
- }
- }
- }
- }
- // Use reflection to set the value in the attribute structure.
- private static void SetAttributeValue(int matType, string attribName, float val)
- {
- MaterialAttributes thisAttrib = Attributes[matType];
- FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower());
- if (fieldInfo != null)
- {
- fieldInfo.SetValue(thisAttrib, val);
- Attributes[matType] = thisAttrib;
- }
- }
- // Given a material type, return a structure of attributes.
- public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical)
- {
- int ind = (int)type;
- if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes;
- return Attributes[ind];
- }
- }
- }
|