/*
* Copyright (c) 2006, Second Life Reverse Engineering Team
* All rights reserved.
*
* - 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.
* - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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 libsecondlife;
namespace libsecondlife.AssetSystem
{
///
/// Summary description for Asset.
///
public class Asset
{
/*
public const sbyte ASSET_TYPE_NOTECARD = 7;
public const sbyte ASSET_TYPE_IMAGE = 0;
public const sbyte ASSET_TYPE_WEARABLE_BODY = 13;
public const sbyte ASSET_TYPE_WEARABLE_CLOTHING = 5;
public const sbyte ASSET_TYPE_SCRIPT = 10;
*/
public enum AssetType : sbyte
{
/// Unknown asset type
Unknown = -1,
/// Texture asset, stores in JPEG2000 J2C stream format
Texture = 0,
/// Sound asset
Sound = 1,
/// Calling card for another avatar
CallingCard = 2,
/// Link to a location in world
Landmark = 3,
/// Legacy script asset, you should never see one of these
[Obsolete]
Script = 4,
/// Collection of textures and parameters that can be
/// worn by an avatar
Clothing = 5,
/// Primitive that can contain textures, sounds,
/// scripts and more
Object = 6,
/// Notecard asset
Notecard = 7,
/// Holds a collection of inventory items
Folder = 8,
/// Root inventory folder
RootFolder = 9,
/// Linden scripting language script
LSLText = 10,
/// LSO bytecode for a script
LSLBytecode = 11,
/// Uncompressed TGA texture
TextureTGA = 12,
/// Collection of textures and shape parameters that can
/// be worn
Bodypart = 13,
/// Trash folder
TrashFolder = 14,
/// Snapshot folder
SnapshotFolder = 15,
/// Lost and found folder
LostAndFoundFolder = 16,
/// Uncompressed sound
SoundWAV = 17,
/// Uncompressed TGA non-square image, not to be used as a
/// texture
ImageTGA = 18,
/// Compressed JPEG non-square image, not to be used as a
/// texture
ImageJPEG = 19,
/// Animation
Animation = 20,
/// Sequence of animations, sounds, chat, and pauses
Gesture = 21,
/// Simstate file
Simstate = 22
}
public LLUUID AssetID;
public sbyte Type;
public bool Tempfile;
internal byte[] _AssetData;
public byte[] AssetData
{
get
{
return _AssetData;
}
}
///
///
///
///
///
///
public Asset(LLUUID assetID, sbyte type, bool tempfile, byte[] assetData)
{
AssetID = assetID;
Type = (sbyte)type;
Tempfile = tempfile;
_AssetData = assetData;
}
///
///
///
///
///
public Asset(LLUUID assetID, sbyte type, byte[] assetData)
{
AssetID = assetID;
Type = (sbyte)type;
Tempfile = false;
_AssetData = assetData;
}
///
/// Return this asset's data as a pretty printable string.
///
public string AssetDataToString()
{
return Helpers.FieldToUTF8String((byte[])_AssetData);
}
public virtual void SetAssetData(byte[] data)
{
_AssetData = data;
}
}
}