Added TextureEntry support and added stuff to CompressedUpdateHandler.
git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@405 52acb1d6-8a22-11de-b505-999d5b087335
This commit is contained in:
@@ -182,6 +182,7 @@ namespace libsecondlife
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request.AgentData.AgentID = Client.Network.AgentID;
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request.AgentData.SessionID = Client.Network.SessionID;
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request.ObjectData = new RequestMultipleObjectsPacket.ObjectDataBlock[1];
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request.ObjectData[0] = new RequestMultipleObjectsPacket.ObjectDataBlock();
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request.ObjectData[0].ID = localID;
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request.ObjectData[0].CacheMissType = 0;
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@@ -258,14 +259,13 @@ namespace libsecondlife
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//block.Text Hovering text
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//block.TextColor LLColor4U of the hovering text
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//block.MediaURL Quicktime stream
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// TODO: Multi-texture support
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if (block.TextureEntry.Length >= 16)
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if (block.TextureEntry.Length >= 40)
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{
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prim.Texture = new LLUUID(block.TextureEntry, 0);
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prim.Textures = new TextureEntry(block.TextureEntry, 0);
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}
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else
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{
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prim.Texture = new LLUUID();
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prim.Textures = new TextureEntry();
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}
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//block.TextureAnim ?
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//block.JointType ?
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@@ -461,6 +461,13 @@ namespace libsecondlife
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i += 16;
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prim.LocalID = (uint)(block.Data[i++] + (block.Data[i++] << 8) +
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(block.Data[i++] << 16) + (block.Data[i++] << 24));
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i++; //PCode
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prim.State = (uint)block.Data[i++];
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i += 4; //CRC
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prim.Material = (uint)block.Data[i++];
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i++; //ClickAction
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prim.Scale = new LLVector3(block.Data, i);
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i += 12;
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prim.Position = new LLVector3(block.Data, i);
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@@ -468,9 +475,62 @@ namespace libsecondlife
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prim.Rotation = new LLQuaternion(block.Data, i, true);
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i += 12;
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// FIXME: Fill in the rest of these fields
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prim.PathCurve = (uint)block.Data[69];
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prim.ProfileCurve = (uint)block.Data[83];
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uint flags = (uint)(block.Data[i++] + (block.Data[i++] << 8) +
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(block.Data[i++] << 16) + (block.Data[i++] << 24));
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if ((flags & 0x20) != 0)
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{
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prim.ParentID = (uint)(block.Data[i++] + (block.Data[i++] << 8) +
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(block.Data[i++] << 16) + (block.Data[i++] << 24));
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}
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else
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{
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prim.ParentID = 0;
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}
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//Unknown field
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if ((flags & 0x80) != 0)
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{
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i += 12;
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}
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//FIXME: read this string
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while (block.Data[i] != 0)
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{
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i++;
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}
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i++;
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//Unknown field, possibly text color.
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if ((flags & 0x04) != 0)
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{
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i += 5;
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}
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prim.PathCurve = (uint)block.Data[i++];
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prim.PathBegin = PrimObject.PathBeginFloat(block.Data[i++]);
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prim.PathEnd = PrimObject.PathEndFloat(block.Data[i++]);
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prim.PathScaleX = PrimObject.PathScaleFloat(block.Data[i++]);
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prim.PathScaleY = PrimObject.PathScaleFloat(block.Data[i++]);
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prim.PathShearX = PrimObject.PathShearFloat(block.Data[i++]);
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prim.PathShearY = PrimObject.PathShearFloat(block.Data[i++]);
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prim.PathTwist = (int)block.Data[i++];
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prim.PathTwistBegin = (int)block.Data[i++];
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prim.PathRadiusOffset = PrimObject.PathRadiusOffsetFloat((sbyte)block.Data[i++]);
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prim.PathTaperX = PrimObject.PathTaperFloat(block.Data[i++]);
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prim.PathTaperY = PrimObject.PathTaperFloat(block.Data[i++]);
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prim.PathRevolutions = PrimObject.PathRevolutionsFloat(block.Data[i++]);
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prim.PathSkew = PrimObject.PathSkewFloat(block.Data[i++]);
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prim.ProfileCurve = (uint)block.Data[i++];
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prim.ProfileBegin = PrimObject.ProfileBeginFloat(block.Data[i++]);
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prim.ProfileEnd = PrimObject.ProfileEndFloat(block.Data[i++]);
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prim.ProfileHollow = (uint)block.Data[i++];
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//Unknown field
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i += 4;
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prim.Textures = new TextureEntry(block.Data, i);
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if (OnNewPrim != null)
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{
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@@ -84,7 +84,7 @@ namespace libsecondlife
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/// <summary></summary>
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public int PathTwist = 0;
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/// <summary></summary>
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public LLUUID Texture = new LLUUID(); // TODO: Add multi-texture support
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public TextureEntry Textures = new TextureEntry();
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/// <summary></summary>
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public uint ProfileHollow = 0;
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/// <summary></summary>
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@@ -99,7 +99,7 @@ namespace libsecondlife
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/// </summary>
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public PrimObject()
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{
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Texture = new LLUUID();
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}
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/// <summary>
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@@ -108,7 +108,7 @@ namespace libsecondlife
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/// <param name="texture"></param>
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public PrimObject(LLUUID texture)
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{
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Texture = texture;
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Textures.DefaultTexture.TextureID = texture;
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}
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/// <summary>
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409
libsecondlife-cs/Textures.cs
Normal file
409
libsecondlife-cs/Textures.cs
Normal file
@@ -0,0 +1,409 @@
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/*
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* Copyright (c) 2006, Second Life Reverse Engineering Team
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the Second Life Reverse Engineering Team nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace libsecondlife
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{
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public class TextureEntry
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{
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private Dictionary<uint, TextureEntryFace> Textures;
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public TextureEntryFace DefaultTexture;
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public TextureEntryFace GetFace(uint index)
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{
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if (Textures.ContainsKey(index))
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return Textures[index];
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else
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return DefaultTexture;
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}
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public TextureEntryFace SetFace(uint index)
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{
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if (!Textures.ContainsKey(index))
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Textures[index] = new TextureEntryFace(this.DefaultTexture);
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return Textures[index];
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}
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public TextureEntry()
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{
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Textures = new Dictionary<uint, TextureEntryFace>();
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DefaultTexture = new TextureEntryFace(null);
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}
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public TextureEntry(byte[] data, int pos)
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{
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FromByte(data, pos);
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}
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private bool readFaceBitfield(byte[] data, ref int pos, ref uint faceBits, ref uint bitfieldSize)
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{
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faceBits = 0;
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bitfieldSize = 0;
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if (pos >= data.Length)
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return false;
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byte b = 0;
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do
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{
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b = data[pos];
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faceBits = (faceBits << 7) | (uint)(b & 0x7F);
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bitfieldSize += 7;
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pos++;
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}
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while ((b & 0x80) != 0);
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return (faceBits != 0);
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}
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private float Dequantize(byte[] byteArray, int pos, float lower, float upper)
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{
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ushort value = (ushort)(byteArray[pos] + (byteArray[pos + 1] << 8));
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float QV = (float)value;
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float range = upper - lower;
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float QF = range / 65536.0F;
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return (float)((QV * QF - (0.5F * range)) + QF);
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}
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private void FromByte(byte[] data, int pos)
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{
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Textures = new Dictionary<uint, TextureEntryFace>();
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DefaultTexture = new TextureEntryFace(null);
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uint BitfieldSize = 0;
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uint faceBits = 0;
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int i = pos;
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//Read TextureID ---------------------------------------
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DefaultTexture.TextureID = new LLUUID(data, i);
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i += 16;
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while (readFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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LLUUID tmpUUID = new LLUUID(data, i);
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i += 16;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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SetFace(face).TextureID = tmpUUID;
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}
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//Read RGBA --------------------------------------------
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DefaultTexture.RGBA = (uint)(data[i] + (data[i + 1] << 8) + (data[i + 2] << 16) + (data[i + 3] << 24));
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i += 4;
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while (readFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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uint tmpUint = (uint)(data[i] + (data[i + 1] << 8) + (data[i + 2] << 16) + (data[i + 3] << 24));
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i += 4;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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SetFace(face).RGBA = tmpUint;
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}
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//Read RepeatU -----------------------------------------
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DefaultTexture.RepeatU = Dequantize(data, i, -101.0F, 101.0F) + 1.0F;
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i += 2;
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while (readFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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float tmpFloat = Dequantize(data, i, -101.0F, 101.0F) + 1.0F;
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i += 2;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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SetFace(face).RepeatU = tmpFloat;
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}
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//Read RepeatV -----------------------------------------
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DefaultTexture.RepeatV = Dequantize(data, i, -101.0F, 101.0F) + 1.0F;
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i += 2;
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while (readFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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float tmpFloat = Dequantize(data, i, -101.0F, 101.0F) + 1.0F;
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i += 2;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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SetFace(face).RepeatV = tmpFloat;
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}
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//Read OffsetU -----------------------------------------
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DefaultTexture.OffsetU = Dequantize(data, i, -1.0F, 1.0F);
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i += 2;
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while (readFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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float tmpFloat = Dequantize(data, i, -1.0F, 1.0F);
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i += 2;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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SetFace(face).OffsetU = tmpFloat;
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}
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//Read OffsetV -----------------------------------------
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DefaultTexture.OffsetV = Dequantize(data, i, -1.0F, 1.0F);
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i += 2;
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while (readFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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float tmpFloat = Dequantize(data, i, -1.0F, 1.0F);
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i += 2;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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SetFace(face).OffsetV = tmpFloat;
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}
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//Read Rotation ----------------------------------------
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DefaultTexture.Rotation = Dequantize(data, i, -359.995F, 359.995F);
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i += 2;
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while (readFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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float tmpFloat = Dequantize(data, i, -359.995F, 359.995F);
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i += 2;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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SetFace(face).Rotation = tmpFloat;
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}
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//Read Flags1 ------------------------------------------
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DefaultTexture.Flags1 = data[i];
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i++;
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while (readFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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byte tmpByte = data[i];
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i++;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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SetFace(face).Flags1 = tmpByte;
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}
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//Read Flags2 ------------------------------------------
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DefaultTexture.Flags2 = data[i];
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i++;
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while (readFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
|
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{
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byte tmpByte = data[i];
|
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i++;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
|
||||
if ((faceBits & bit) != 0)
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SetFace(face).Flags2 = tmpByte;
|
||||
}
|
||||
}
|
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}
|
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|
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public class TextureEntryFace
|
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{
|
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[Flags]
|
||||
private enum TextureAttributes : uint
|
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{
|
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None,
|
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TextureID,
|
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RGBA,
|
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RepeatU,
|
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RepeatV,
|
||||
OffsetU,
|
||||
OffsetV,
|
||||
Rotation,
|
||||
Flags1,
|
||||
Flags2,
|
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All = 0xFFFFFFFF
|
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}
|
||||
|
||||
private TextureAttributes hasAttribute;
|
||||
|
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private TextureEntryFace DefaultTexture;
|
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|
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private LLUUID _TextureID;
|
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private uint _RGBA;
|
||||
private float _RepeatU;
|
||||
private float _RepeatV;
|
||||
private float _OffsetU;
|
||||
private float _OffsetV;
|
||||
private float _Rotation;
|
||||
private byte _Flags1;
|
||||
private byte _Flags2;
|
||||
|
||||
public TextureEntryFace(TextureEntryFace defaultTexture)
|
||||
{
|
||||
DefaultTexture = defaultTexture;
|
||||
if (DefaultTexture == null)
|
||||
hasAttribute = TextureAttributes.All;
|
||||
else
|
||||
hasAttribute = TextureAttributes.None;
|
||||
}
|
||||
|
||||
public LLUUID TextureID
|
||||
{
|
||||
get
|
||||
{
|
||||
if ((hasAttribute & TextureAttributes.TextureID) != 0)
|
||||
return _TextureID;
|
||||
else
|
||||
return DefaultTexture._TextureID;
|
||||
}
|
||||
set
|
||||
{
|
||||
_TextureID = value;
|
||||
hasAttribute |= TextureAttributes.TextureID;
|
||||
}
|
||||
}
|
||||
|
||||
public uint RGBA
|
||||
{
|
||||
get
|
||||
{
|
||||
if ((hasAttribute & TextureAttributes.RGBA) != 0)
|
||||
return _RGBA;
|
||||
else
|
||||
return DefaultTexture._RGBA;
|
||||
}
|
||||
set
|
||||
{
|
||||
_RGBA = value;
|
||||
hasAttribute |= TextureAttributes.RGBA;
|
||||
}
|
||||
}
|
||||
|
||||
public float RepeatU
|
||||
{
|
||||
get
|
||||
{
|
||||
if ((hasAttribute & TextureAttributes.RepeatU) != 0)
|
||||
return _RepeatU;
|
||||
else
|
||||
return DefaultTexture._RepeatU;
|
||||
}
|
||||
set
|
||||
{
|
||||
_RepeatU = value;
|
||||
hasAttribute |= TextureAttributes.RepeatU;
|
||||
}
|
||||
}
|
||||
|
||||
public float RepeatV
|
||||
{
|
||||
get
|
||||
{
|
||||
if ((hasAttribute & TextureAttributes.RepeatV) != 0)
|
||||
return _RepeatV;
|
||||
else
|
||||
return DefaultTexture._RepeatV;
|
||||
}
|
||||
set
|
||||
{
|
||||
_RepeatV = value;
|
||||
hasAttribute |= TextureAttributes.RepeatV;
|
||||
}
|
||||
}
|
||||
|
||||
public float OffsetU
|
||||
{
|
||||
get
|
||||
{
|
||||
if ((hasAttribute & TextureAttributes.OffsetU) != 0)
|
||||
return _OffsetU;
|
||||
else
|
||||
return DefaultTexture._OffsetU;
|
||||
}
|
||||
set
|
||||
{
|
||||
_OffsetU = value;
|
||||
hasAttribute |= TextureAttributes.OffsetU;
|
||||
}
|
||||
}
|
||||
|
||||
public float OffsetV
|
||||
{
|
||||
get
|
||||
{
|
||||
if ((hasAttribute & TextureAttributes.OffsetV) != 0)
|
||||
return _OffsetV;
|
||||
else
|
||||
return DefaultTexture._OffsetV;
|
||||
}
|
||||
set
|
||||
{
|
||||
_OffsetV = value;
|
||||
hasAttribute |= TextureAttributes.OffsetV;
|
||||
}
|
||||
}
|
||||
|
||||
public float Rotation
|
||||
{
|
||||
get
|
||||
{
|
||||
if ((hasAttribute & TextureAttributes.Rotation) != 0)
|
||||
return _Rotation;
|
||||
else
|
||||
return DefaultTexture._Rotation;
|
||||
}
|
||||
set
|
||||
{
|
||||
_Rotation = value;
|
||||
hasAttribute |= TextureAttributes.Rotation;
|
||||
}
|
||||
}
|
||||
|
||||
public byte Flags1
|
||||
{
|
||||
get
|
||||
{
|
||||
if ((hasAttribute & TextureAttributes.Flags1) != 0)
|
||||
return _Flags1;
|
||||
else
|
||||
return DefaultTexture._Flags1;
|
||||
}
|
||||
set
|
||||
{
|
||||
_Flags1 = value;
|
||||
hasAttribute |= TextureAttributes.Flags1;
|
||||
}
|
||||
}
|
||||
|
||||
public byte Flags2
|
||||
{
|
||||
get
|
||||
{
|
||||
if ((hasAttribute & TextureAttributes.Flags2) != 0)
|
||||
return _Flags2;
|
||||
else
|
||||
return DefaultTexture._Flags2;
|
||||
}
|
||||
set
|
||||
{
|
||||
_Flags2 = value;
|
||||
hasAttribute |= TextureAttributes.Flags2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -149,6 +149,9 @@
|
||||
<Compile Include="SecondLife.cs">
|
||||
<SubType>Code</SubType>
|
||||
</Compile>
|
||||
<Compile Include="Textures.cs">
|
||||
<SubType>Code</SubType>
|
||||
</Compile>
|
||||
<Compile Include="Types.cs">
|
||||
<SubType>Code</SubType>
|
||||
</Compile>
|
||||
|
||||
Reference in New Issue
Block a user