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SOPMaterial.cs
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27 
28 using System;
29 using System.Collections.Generic;
30 using OpenMetaverse;
31 using OpenSim.Framework;
32 
33 namespace OpenSim.Region.Framework.Scenes
34 {
35  public static class SOPMaterialData
36  {
37  public enum SopMaterial : int // redundante and not in use for now
38  {
39  Stone = 0,
40  Metal = 1,
41  Glass = 2,
42  Wood = 3,
43  Flesh = 4,
44  Plastic = 5,
45  Rubber = 6,
46  light = 7 // compatibility with old viewers
47  }
48 
49  private struct MaterialData
50  {
51  public float friction;
52  public float bounce;
53  public MaterialData(float f, float b)
54  {
55  friction = f;
56  bounce = b;
57  }
58  }
59 
60  private static MaterialData[] m_materialdata = {
61  new MaterialData(0.8f,0.4f), // Stone
62  new MaterialData(0.3f,0.4f), // Metal
63  new MaterialData(0.2f,0.7f), // Glass
64  new MaterialData(0.6f,0.5f), // Wood
65  new MaterialData(0.9f,0.3f), // Flesh
66  new MaterialData(0.4f,0.7f), // Plastic
67  new MaterialData(0.9f,0.95f), // Rubber
68  new MaterialData(0.0f,0.0f) // light ??
69  };
70 
71  public static Material MaxMaterial
72  {
73  get { return (Material)(m_materialdata.Length - 1); }
74  }
75 
76  public static float friction(Material material)
77  {
78  int indx = (int)material;
79  if (indx < m_materialdata.Length)
80  return (m_materialdata[indx].friction);
81  else
82  return 0;
83  }
84 
85  public static float bounce(Material material)
86  {
87  int indx = (int)material;
88  if (indx < m_materialdata.Length)
89  return (m_materialdata[indx].bounce);
90  else
91  return 0;
92  }
93 
94  }
95 }
Material
Material type for a primitive
Definition: OdeScene.cs:79