de8df15d3f
Instance classes are now strongly typed with real property fields that are derived from the JSON API Dump! This required a lot of reworking across the board: - Classes and Enums are auto-generated in the 'Generated' folder now. This is done using a custom built-in plugin, which can be found in the Plugins folder of this project. - Property objects are now tied to .NET's reflection system. Reading and writing from them will try to redirect into a field of the Instance they are bound to. - Property types that were loosely defined now have proper data types (such as Color3uint8, Content, ProtectedString, SharedString, etc) - Fixed an error with the CFrame directional vectors. - The binary PRNT chunk now writes instances in child->parent order. - Enums are now generated correctly, with up-to-date values. - INST chunks are now referred to as 'Classes' instead of 'Types'. - Unary operator added to Vector2 and Vector3. - CollectionService tags can now be manipulated per-instance using the Instance.Tags member. - The Instance.Archivable property now works correctly. - XML files now save/load metadata correctly. - Cleaned up the property tokens directory. I probably missed a few things, but that's a general overview of everything that changed.
160 lines
6.6 KiB
C#
160 lines
6.6 KiB
C#
using System.Collections.Generic;
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using RobloxFiles.Enums;
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namespace RobloxFiles.Utility
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{
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/// <summary>
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/// This class defines several dictionaries of metadata for Roblox materials.
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/// It is primarily used for the PhysicalProperties DataType.
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/// </summary>
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public static class MaterialInfo
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{
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/// <summary>
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/// A dictionary mapping materials to their default Density.
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/// </summary>
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public static IReadOnlyDictionary<Material, float> DensityMap = new Dictionary<Material, float>()
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{
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{Material.Air, 0.01f},
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{Material.Asphalt, 2.36f},
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{Material.Basalt, 2.69f},
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{Material.Brick, 1.92f},
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{Material.Cobblestone, 2.69f},
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{Material.Concrete, 2.40f},
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{Material.CorrodedMetal, 7.85f},
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{Material.CrackedLava, 2.69f},
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{Material.DiamondPlate, 7.85f},
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{Material.Fabric, 0.70f},
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{Material.Foil, 2.70f},
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{Material.ForceField, 2.40f},
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{Material.Glacier, 0.92f},
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{Material.Glass, 2.40f},
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{Material.Granite, 2.69f},
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{Material.Grass, 0.90f},
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{Material.Ground, 0.90f},
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{Material.Ice, 0.92f},
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{Material.LeafyGrass, 0.90f},
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{Material.Limestone, 2.69f},
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{Material.Marble, 2.56f},
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{Material.Metal, 7.85f},
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{Material.Mud, 0.90f},
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{Material.Neon, 0.70f},
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{Material.Pavement, 2.69f},
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{Material.Pebble, 2.40f},
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{Material.Plastic, 0.70f},
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{Material.Rock, 2.69f},
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{Material.Salt, 2.16f},
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{Material.Sand, 1.60f},
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{Material.Sandstone, 2.69f},
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{Material.Slate, 2.69f},
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{Material.SmoothPlastic, 0.70f},
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{Material.Snow, 0.90f},
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{Material.Water, 1.00f},
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{Material.Wood, 0.35f},
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{Material.WoodPlanks, 0.35f},
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};
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/// <summary>
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/// A dictionary mapping materials to their default Elasticity.
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/// </summary>
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public static IReadOnlyDictionary<Material, float> ElasticityMap = new Dictionary<Material, float>()
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{
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{Material.Air, 0.01f},
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{Material.Asphalt, 0.20f},
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{Material.Basalt, 0.15f},
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{Material.Brick, 0.15f},
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{Material.Cobblestone, 0.17f},
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{Material.Concrete, 0.20f},
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{Material.CorrodedMetal, 0.20f},
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{Material.CrackedLava, 0.15f},
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{Material.DiamondPlate, 0.25f},
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{Material.Fabric, 0.05f},
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{Material.Foil, 0.25f},
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{Material.ForceField, 0.20f},
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{Material.Glacier, 0.15f},
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{Material.Glass, 0.20f},
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{Material.Granite, 0.20f},
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{Material.Grass, 0.10f},
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{Material.Ground, 0.10f},
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{Material.Ice, 0.15f},
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{Material.LeafyGrass, 0.10f},
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{Material.Limestone, 0.15f},
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{Material.Marble, 0.17f},
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{Material.Metal, 0.25f},
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{Material.Mud, 0.07f},
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{Material.Neon, 0.20f},
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{Material.Pavement, 0.17f},
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{Material.Pebble, 0.17f},
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{Material.Plastic, 0.50f},
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{Material.Rock, 0.17f},
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{Material.Salt, 0.05f},
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{Material.Sand, 0.05f},
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{Material.Sandstone, 0.15f},
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{Material.Slate, 0.20f},
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{Material.SmoothPlastic, 0.50f},
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{Material.Snow, 0.03f},
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{Material.Water, 0.01f},
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{Material.Wood, 0.20f},
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{Material.WoodPlanks, 0.20f},
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};
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/// <summary>
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/// A dictionary mapping materials to their default Friction.
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/// </summary>
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public static IReadOnlyDictionary<Material, float> FrictionMap = new Dictionary<Material, float>()
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{
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{Material.Air, 0.01f},
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{Material.Asphalt, 0.80f},
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{Material.Basalt, 0.70f},
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{Material.Brick, 0.80f},
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{Material.Cobblestone, 0.50f},
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{Material.Concrete, 0.70f},
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{Material.CorrodedMetal, 0.70f},
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{Material.CrackedLava, 0.65f},
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{Material.DiamondPlate, 0.35f},
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{Material.Fabric, 0.35f},
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{Material.Foil, 0.40f},
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{Material.ForceField, 0.25f},
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{Material.Glacier, 0.05f},
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{Material.Glass, 0.25f},
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{Material.Granite, 0.40f},
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{Material.Grass, 0.40f},
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{Material.Ground, 0.45f},
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{Material.Ice, 0.02f},
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{Material.LeafyGrass, 0.40f},
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{Material.Limestone, 0.50f},
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{Material.Marble, 0.20f},
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{Material.Metal, 0.40f},
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{Material.Mud, 0.30f},
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{Material.Neon, 0.30f},
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{Material.Pavement, 0.50f},
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{Material.Pebble, 0.40f},
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{Material.Plastic, 0.30f},
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{Material.Rock, 0.50f},
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{Material.Salt, 0.50f},
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{Material.Sand, 0.50f},
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{Material.Sandstone, 0.50f},
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{Material.Slate, 0.40f},
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{Material.SmoothPlastic, 0.20f},
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{Material.Snow, 0.30f},
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{Material.Water, 0.00f},
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{Material.Wood, 0.48f},
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{Material.WoodPlanks, 0.48f},
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};
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/// <summary>
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/// A dictionary mapping materials to their default Friction.<para/>
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/// NOTE: This only maps materials that have different FrictionWeights.<para/>
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/// If it isn't in here, assume their FrictionWeight is 1.
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/// </summary>
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public static IReadOnlyDictionary<Material, float> FrictionWeightMap = new Dictionary<Material, float>()
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{
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{Material.Asphalt, 0.30f},
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{Material.Basalt, 0.30f},
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{Material.Brick, 0.30f},
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{Material.Concrete, 0.30f},
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{Material.Ice, 3.00f},
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{Material.Sand, 5.00f},
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{Material.Sandstone, 5.00f},
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};
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}
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} |