opensim-development – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyrightD |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | using System; |
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28 | using System.Collections.Generic; |
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29 | using System.Text; |
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30 | using System.Reflection; |
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31 | using Nini.Config; |
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32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin |
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34 | { |
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35 | |||
36 | public struct MaterialAttributes |
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37 | { |
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38 | // Material type values that correspond with definitions for LSL |
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39 | public enum Material : int |
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40 | { |
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41 | Stone = 0, |
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42 | Metal, |
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43 | Glass, |
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44 | Wood, |
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45 | Flesh, |
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46 | Plastic, |
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47 | Rubber, |
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48 | Light, |
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49 | // Hereafter are BulletSim additions |
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50 | Avatar, |
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51 | NumberOfTypes // the count of types in the enum. |
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52 | } |
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53 | |||
54 | // Names must be in the order of the above enum. |
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55 | // These names must coorespond to the lower case field names in the MaterialAttributes |
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56 | // structure as reflection is used to select the field to put the value in. |
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57 | public static readonly string[] MaterialAttribs = { "Density", "Friction", "Restitution"}; |
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58 | |||
59 | public MaterialAttributes(string t, float d, float f, float r) |
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60 | { |
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61 | type = t; |
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62 | density = d; |
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63 | friction = f; |
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64 | restitution = r; |
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65 | } |
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66 | public string type; |
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67 | public float density; |
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68 | public float friction; |
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69 | public float restitution; |
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70 | } |
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71 | |||
72 | public static class BSMaterials |
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73 | { |
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74 | // Attributes for each material type |
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75 | private static readonly MaterialAttributes[] Attributes; |
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76 | |||
77 | // Map of material name to material type code |
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78 | public static readonly Dictionary<string, MaterialAttributes.Material> MaterialMap; |
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79 | |||
80 | static BSMaterials() |
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81 | { |
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82 | // Attribute sets for both the non-physical and physical instances of materials. |
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83 | Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2]; |
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84 | |||
85 | // Map of name to type code. |
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86 | MaterialMap = new Dictionary<string, MaterialAttributes.Material>(); |
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87 | MaterialMap.Add("Stone", MaterialAttributes.Material.Stone); |
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88 | MaterialMap.Add("Metal", MaterialAttributes.Material.Metal); |
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89 | MaterialMap.Add("Glass", MaterialAttributes.Material.Glass); |
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90 | MaterialMap.Add("Wood", MaterialAttributes.Material.Wood); |
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91 | MaterialMap.Add("Flesh", MaterialAttributes.Material.Flesh); |
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92 | MaterialMap.Add("Plastic", MaterialAttributes.Material.Plastic); |
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93 | MaterialMap.Add("Rubber", MaterialAttributes.Material.Rubber); |
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94 | MaterialMap.Add("Light", MaterialAttributes.Material.Light); |
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95 | MaterialMap.Add("Avatar", MaterialAttributes.Material.Avatar); |
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96 | } |
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97 | |||
98 | // This is where all the default material attributes are defined. |
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99 | public static void InitializeFromDefaults(ConfigurationParameters parms) |
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100 | { |
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101 | // Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL |
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102 | float dDensity = parms.defaultDensity; |
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103 | float dFriction = parms.defaultFriction; |
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104 | float dRestitution = parms.defaultRestitution; |
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105 | Attributes[(int)MaterialAttributes.Material.Stone] = |
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106 | new MaterialAttributes("stone",dDensity, 0.8f, 0.4f); |
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107 | Attributes[(int)MaterialAttributes.Material.Metal] = |
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108 | new MaterialAttributes("metal",dDensity, 0.3f, 0.4f); |
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109 | Attributes[(int)MaterialAttributes.Material.Glass] = |
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110 | new MaterialAttributes("glass",dDensity, 0.2f, 0.7f); |
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111 | Attributes[(int)MaterialAttributes.Material.Wood] = |
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112 | new MaterialAttributes("wood",dDensity, 0.6f, 0.5f); |
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113 | Attributes[(int)MaterialAttributes.Material.Flesh] = |
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114 | new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f); |
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115 | Attributes[(int)MaterialAttributes.Material.Plastic] = |
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116 | new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f); |
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117 | Attributes[(int)MaterialAttributes.Material.Rubber] = |
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118 | new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f); |
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119 | Attributes[(int)MaterialAttributes.Material.Light] = |
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120 | new MaterialAttributes("light",dDensity, dFriction, dRestitution); |
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121 | Attributes[(int)MaterialAttributes.Material.Avatar] = |
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122 | new MaterialAttributes("avatar",3.5f, 0.2f, 0f); |
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123 | |||
124 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = |
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125 | new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); |
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126 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = |
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127 | new MaterialAttributes("metalPhysical",dDensity, 0.3f, 0.4f); |
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128 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = |
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129 | new MaterialAttributes("glassPhysical",dDensity, 0.2f, 0.7f); |
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130 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = |
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131 | new MaterialAttributes("woodPhysical",dDensity, 0.6f, 0.5f); |
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132 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = |
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133 | new MaterialAttributes("fleshPhysical",dDensity, 0.9f, 0.3f); |
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134 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = |
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135 | new MaterialAttributes("plasticPhysical",dDensity, 0.4f, 0.7f); |
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136 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = |
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137 | new MaterialAttributes("rubberPhysical",dDensity, 0.9f, 0.9f); |
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138 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = |
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139 | new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); |
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140 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = |
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141 | new MaterialAttributes("avatarPhysical",3.5f, 0.2f, 0f); |
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142 | } |
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143 | |||
144 | // Under the [BulletSim] section, one can change the individual material |
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145 | // attribute values. The format of the configuration parameter is: |
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146 | // <materialName><Attribute>["Physical"] = floatValue |
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147 | // For instance: |
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148 | // [BulletSim] |
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149 | // StoneFriction = 0.2 |
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150 | // FleshRestitutionPhysical = 0.8 |
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151 | // Materials can have different parameters for their static and |
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152 | // physical instantiations. When setting the non-physical value, |
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153 | // both values are changed. Setting the physical value only changes |
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154 | // the physical value. |
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155 | public static void InitializefromParameters(IConfig pConfig) |
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156 | { |
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157 | foreach (KeyValuePair<string, MaterialAttributes.Material> kvp in MaterialMap) |
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158 | { |
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159 | string matName = kvp.Key; |
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160 | foreach (string attribName in MaterialAttributes.MaterialAttribs) |
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161 | { |
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162 | string paramName = matName + attribName; |
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163 | if (pConfig.Contains(paramName)) |
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164 | { |
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165 | float paramValue = pConfig.GetFloat(paramName); |
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166 | SetAttributeValue((int)kvp.Value, attribName, paramValue); |
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167 | // set the physical value also |
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168 | SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); |
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169 | } |
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170 | paramName += "Physical"; |
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171 | if (pConfig.Contains(paramName)) |
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172 | { |
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173 | float paramValue = pConfig.GetFloat(paramName); |
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174 | SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); |
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175 | } |
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176 | } |
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177 | } |
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178 | } |
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179 | |||
180 | // Use reflection to set the value in the attribute structure. |
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181 | private static void SetAttributeValue(int matType, string attribName, float val) |
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182 | { |
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183 | // Get the current attribute values for this material |
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184 | MaterialAttributes thisAttrib = Attributes[matType]; |
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185 | // Find the field for the passed attribute name (eg, find field named 'friction') |
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186 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower()); |
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187 | if (fieldInfo != null) |
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188 | { |
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189 | fieldInfo.SetValue(thisAttrib, val); |
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190 | // Copy new attributes back to array -- since MaterialAttributes is 'struct', passed by value, not reference. |
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191 | Attributes[matType] = thisAttrib; |
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192 | } |
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193 | } |
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194 | |||
195 | // Given a material type, return a structure of attributes. |
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196 | public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical) |
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197 | { |
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198 | int ind = (int)type; |
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199 | if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes; |
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200 | return Attributes[ind]; |
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201 | } |
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202 | } |
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203 | } |