/* * 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 AssetLandmark. /// public class AssetLandmark : Asset { internal int _Version = 0; public int Version { get { return _Version; } } internal LLVector3 _Pos = LLVector3.Zero; public LLVector3 Pos { get { return _Pos; } set { _Pos = value; setAsset(); } } internal LLUUID _Region = LLUUID.Zero; public LLUUID Region { get { return _Region; } set { _Region = value; setAsset(); } } private string _Body = ""; public string Body { get { return _Body; } } /// /// /// /// public AssetLandmark(LLUUID assetID, byte[] assetData) : base(assetID, (sbyte)Asset.AssetType.Landmark, false, null) { _AssetData = assetData; string temp = System.Text.Encoding.UTF8.GetString(assetData).Trim(); processLandmark(temp); _Body = temp; } private void processLandmark(string temp) { Console.Write(temp + "\n"); string[] parts = temp.Split('\n'); int.TryParse(parts[0].Substring(17, 1), out _Version); LLUUID.TryParse(parts[1].Substring(10, 36), out _Region); LLVector3.TryParse(parts[2].Substring(11, parts[2].Length - 11), out _Pos); } private void setAsset() { string body = "Landmark version " + _Version.ToString() + "\n"; body += "region_id " + _Region.ToStringHyphenated() + "\n"; body += "local_pos " + _Pos.X.ToString() + " " + _Pos.Y.ToString() + " " + _Pos.Z.ToString(); // Assume this is a string, add 1 for the null terminator byte[] stringBytes = System.Text.Encoding.UTF8.GetBytes((string)body); byte[] assetData = new byte[stringBytes.Length + 1]; Buffer.BlockCopy(stringBytes, 0, assetData, 0, stringBytes.Length); SetAssetData( assetData ); } } }