Files
libremetaverse/OpenMetaverse/TextureEntry.cs
John Hurliman 99239ebcfc * Splits libomv into OpenMetaverseTypes.dll and OpenMetaverse.dll
* All MathUtils and non-SL-specific Helpers functions have been put in OpenMetaverseTypes.dll inside the Utils class. Helpers only contains SL-specific functions now
* LLSD encoding/decoding for custom types has been moved out of the types and implemented as static functions in the LLSD class

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@2082 52acb1d6-8a22-11de-b505-999d5b087335
2008-08-12 22:38:02 +00:00

1113 lines
41 KiB
C#

/*
* Copyright (c) 2007-2008, openmetaverse.org
* 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 openmetaverse.org 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 System.Collections.Generic;
using System.IO;
using OpenMetaverse.StructuredData;
namespace OpenMetaverse
{
#region Enumerations
/// <summary>
/// The type of bump-mapping applied to a face
/// </summary>
public enum Bumpiness : byte
{
/// <summary></summary>
None = 0,
/// <summary></summary>
Brightness = 1,
/// <summary></summary>
Darkness = 2,
/// <summary></summary>
Woodgrain = 3,
/// <summary></summary>
Bark = 4,
/// <summary></summary>
Bricks = 5,
/// <summary></summary>
Checker = 6,
/// <summary></summary>
Concrete = 7,
/// <summary></summary>
Crustytile = 8,
/// <summary></summary>
Cutstone = 9,
/// <summary></summary>
Discs = 10,
/// <summary></summary>
Gravel = 11,
/// <summary></summary>
Petridish = 12,
/// <summary></summary>
Siding = 13,
/// <summary></summary>
Stonetile = 14,
/// <summary></summary>
Stucco = 15,
/// <summary></summary>
Suction = 16,
/// <summary></summary>
Weave = 17
}
/// <summary>
/// The level of shininess applied to a face
/// </summary>
public enum Shininess : byte
{
/// <summary></summary>
None = 0,
/// <summary></summary>
Low = 0x40,
/// <summary></summary>
Medium = 0x80,
/// <summary></summary>
High = 0xC0
}
/// <summary>
/// The texture mapping style used for a face
/// </summary>
public enum MappingType : byte
{
/// <summary></summary>
Default = 0,
/// <summary></summary>
Planar = 2
}
/// <summary>
/// Flags in the TextureEntry block that describe which properties are
/// set
/// </summary>
[Flags]
public enum TextureAttributes : uint
{
/// <summary></summary>
None = 0,
/// <summary></summary>
TextureID = 1 << 0,
/// <summary></summary>
RGBA = 1 << 1,
/// <summary></summary>
RepeatU = 1 << 2,
/// <summary></summary>
RepeatV = 1 << 3,
/// <summary></summary>
OffsetU = 1 << 4,
/// <summary></summary>
OffsetV = 1 << 5,
/// <summary></summary>
Rotation = 1 << 6,
/// <summary></summary>
Material = 1 << 7,
/// <summary></summary>
Media = 1 << 8,
/// <summary></summary>
Glow = 1 << 9,
/// <summary></summary>
All = 0xFFFFFFFF
}
#endregion Enumerations
public abstract partial class LLObject
{
/// <summary>
/// A single textured face. Don't instantiate this class yourself, use the
/// methods in TextureEntry
/// </summary>
public class TextureEntryFace
{
// +----------+ S = Shiny
// | SSFBBBBB | F = Fullbright
// | 76543210 | B = Bumpmap
// +----------+
private const byte BUMP_MASK = 0x1F;
private const byte FULLBRIGHT_MASK = 0x20;
private const byte SHINY_MASK = 0xC0;
// +----------+ M = Media Flags (web page)
// | .....TTM | T = Texture Mapping
// | 76543210 | . = Unused
// +----------+
private const byte MEDIA_MASK = 0x01;
private const byte TEX_MAP_MASK = 0x06;
private Color4 rgba;
private float repeatU;
private float repeatV;
private float offsetU;
private float offsetV;
private float rotation;
private float glow;
private TextureAttributes hasAttribute;
private UUID textureID;
private TextureEntryFace DefaultTexture;
internal byte material;
internal byte media;
#region Properties
/// <summary></summary>
public Color4 RGBA
{
get
{
if ((hasAttribute & TextureAttributes.RGBA) != 0)
return rgba;
else
return DefaultTexture.rgba;
}
set
{
rgba = value;
hasAttribute |= TextureAttributes.RGBA;
}
}
/// <summary></summary>
public float RepeatU
{
get
{
if ((hasAttribute & TextureAttributes.RepeatU) != 0)
return repeatU;
else
return DefaultTexture.repeatU;
}
set
{
repeatU = value;
hasAttribute |= TextureAttributes.RepeatU;
}
}
/// <summary></summary>
public float RepeatV
{
get
{
if ((hasAttribute & TextureAttributes.RepeatV) != 0)
return repeatV;
else
return DefaultTexture.repeatV;
}
set
{
repeatV = value;
hasAttribute |= TextureAttributes.RepeatV;
}
}
/// <summary></summary>
public float OffsetU
{
get
{
if ((hasAttribute & TextureAttributes.OffsetU) != 0)
return offsetU;
else
return DefaultTexture.offsetU;
}
set
{
offsetU = value;
hasAttribute |= TextureAttributes.OffsetU;
}
}
/// <summary></summary>
public float OffsetV
{
get
{
if ((hasAttribute & TextureAttributes.OffsetV) != 0)
return offsetV;
else
return DefaultTexture.offsetV;
}
set
{
offsetV = value;
hasAttribute |= TextureAttributes.OffsetV;
}
}
/// <summary></summary>
public float Rotation
{
get
{
if ((hasAttribute & TextureAttributes.Rotation) != 0)
return rotation;
else
return DefaultTexture.rotation;
}
set
{
rotation = value;
hasAttribute |= TextureAttributes.Rotation;
}
}
/// <summary></summary>
public float Glow
{
get
{
if ((hasAttribute & TextureAttributes.Glow) != 0)
return glow;
else
return DefaultTexture.glow;
}
set
{
glow = value;
hasAttribute |= TextureAttributes.Glow;
}
}
/// <summary></summary>
public Bumpiness Bump
{
get
{
if ((hasAttribute & TextureAttributes.Material) != 0)
return (Bumpiness)(material & BUMP_MASK);
else
return DefaultTexture.Bump;
}
set
{
// Clear out the old material value
material &= 0xE0;
// Put the new bump value in the material byte
material |= (byte)value;
hasAttribute |= TextureAttributes.Material;
}
}
public Shininess Shiny
{
get
{
if ((hasAttribute & TextureAttributes.Material) != 0)
return (Shininess)(material & SHINY_MASK);
else
return DefaultTexture.Shiny;
}
set
{
// Clear out the old shiny value
material &= 0x3F;
// Put the new shiny value in the material byte
material |= (byte)value;
hasAttribute |= TextureAttributes.Material;
}
}
public bool Fullbright
{
get
{
if ((hasAttribute & TextureAttributes.Material) != 0)
return (material & FULLBRIGHT_MASK) != 0;
else
return DefaultTexture.Fullbright;
}
set
{
// Clear out the old fullbright value
material &= 0xDF;
if (value)
{
material |= 0x20;
hasAttribute |= TextureAttributes.Material;
}
}
}
/// <summary>In the future this will specify whether a webpage is
/// attached to this face</summary>
public bool MediaFlags
{
get
{
if ((hasAttribute & TextureAttributes.Media) != 0)
return (media & MEDIA_MASK) != 0;
else
return DefaultTexture.MediaFlags;
}
set
{
// Clear out the old mediaflags value
media &= 0xFE;
if (value)
{
media |= 0x01;
hasAttribute |= TextureAttributes.Media;
}
}
}
public MappingType TexMapType
{
get
{
if ((hasAttribute & TextureAttributes.Media) != 0)
return (MappingType)(media & TEX_MAP_MASK);
else
return DefaultTexture.TexMapType;
}
set
{
// Clear out the old texmap value
media &= 0xF9;
// Put the new texmap value in the media byte
media |= (byte)value;
hasAttribute |= TextureAttributes.Media;
}
}
/// <summary></summary>
public UUID TextureID
{
get
{
if ((hasAttribute & TextureAttributes.TextureID) != 0)
return textureID;
else
return DefaultTexture.textureID;
}
set
{
textureID = value;
hasAttribute |= TextureAttributes.TextureID;
}
}
#endregion Properties
/// <summary>
/// Contains the definition for individual faces
/// </summary>
/// <param name="defaultTexture"></param>
public TextureEntryFace(TextureEntryFace defaultTexture)
{
rgba = Color4.White;
repeatU = 1.0f;
repeatV = 1.0f;
DefaultTexture = defaultTexture;
if (DefaultTexture == null)
hasAttribute = TextureAttributes.All;
else
hasAttribute = TextureAttributes.None;
}
public LLSD GetLLSD(int faceNumber)
{
LLSDMap tex = new LLSDMap(10);
if (faceNumber >= 0) tex["face_number"] = LLSD.FromInteger(faceNumber);
tex["colors"] = LLSD.FromColor4(RGBA);
tex["scales"] = LLSD.FromReal(RepeatU);
tex["scalet"] = LLSD.FromReal(RepeatV);
tex["offsets"] = LLSD.FromReal(OffsetU);
tex["offsett"] = LLSD.FromReal(OffsetV);
tex["imagerot"] = LLSD.FromReal(Rotation);
tex["bump"] = LLSD.FromInteger((int)Bump);
tex["shiny"] = LLSD.FromInteger((int)Shiny);
tex["fullbright"] = LLSD.FromBoolean(Fullbright);
tex["media_flags"] = LLSD.FromInteger(Convert.ToInt32(MediaFlags));
tex["mapping"] = LLSD.FromInteger((int)TexMapType);
tex["glow"] = LLSD.FromReal(Glow);
if (TextureID != LLObject.TextureEntry.WHITE_TEXTURE)
tex["imageid"] = LLSD.FromUUID(TextureID);
else
tex["imageid"] = LLSD.FromUUID(UUID.Zero);
return tex;
}
public static TextureEntryFace FromLLSD(LLSD llsd, TextureEntryFace defaultFace, out int faceNumber)
{
LLSDMap map = (LLSDMap)llsd;
TextureEntryFace face = new TextureEntryFace(defaultFace);
faceNumber = (map.ContainsKey("face_number")) ? map["face_number"].AsInteger() : -1;
Color4 rgba = face.RGBA;
rgba = ((LLSDArray)map["colors"]).AsColor4();
face.RGBA = rgba;
face.RepeatU = (float)map["scales"].AsReal();
face.RepeatV = (float)map["scalet"].AsReal();
face.OffsetU = (float)map["offsets"].AsReal();
face.OffsetV = (float)map["offsett"].AsReal();
face.Rotation = (float)map["imagerot"].AsReal();
face.Bump = (Bumpiness)map["bump"].AsInteger();
face.Shiny = (Shininess)map["shiny"].AsInteger();
face.Fullbright = map["fullbright"].AsBoolean();
face.MediaFlags = map["media_flags"].AsBoolean();
face.TexMapType = (MappingType)map["mapping"].AsInteger();
face.Glow = (float)map["glow"].AsReal();
face.TextureID = map["imageid"].AsUUID();
return face;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public override string ToString()
{
return String.Format("Color: {0} RepeatU: {1} RepeatV: {2} OffsetU: {3} OffsetV: {4} " +
"Rotation: {5} Bump: {6} Shiny: {7} Fullbright: {8} Mapping: {9} Media: {10} Glow: {11} ID: {12}",
RGBA, RepeatU, RepeatV, OffsetU, OffsetV, Rotation, Bump, Shiny, Fullbright, TexMapType,
MediaFlags, Glow, TextureID);
}
}
/// <summary>
/// Represents all of the texturable faces for an object
/// </summary>
/// <remarks>Grid objects have infinite faces, with each face
/// using the properties of the default face unless set otherwise. So if
/// you have a TextureEntry with a default texture uuid of X, and face 18
/// has a texture UUID of Y, every face would be textured with X except for
/// face 18 that uses Y. In practice however, primitives utilize a maximum
/// of nine faces</remarks>
public class TextureEntry
{
public const int MAX_FACES = 32;
public static readonly UUID WHITE_TEXTURE = new UUID("5748decc-f629-461c-9a36-a35a221fe21f");
/// <summary></summary>
public TextureEntryFace DefaultTexture;
/// <summary></summary>
public TextureEntryFace[] FaceTextures = new TextureEntryFace[MAX_FACES];
/// <summary>
/// Constructor that takes a default texture UUID
/// </summary>
/// <param name="defaultTextureID">Texture UUID to use as the default texture</param>
public TextureEntry(UUID defaultTextureID)
{
DefaultTexture = new TextureEntryFace(null);
DefaultTexture.TextureID = defaultTextureID;
}
/// <summary>
/// Constructor that takes a <code>TextureEntryFace</code> for the
/// default face
/// </summary>
/// <param name="defaultFace">Face to use as the default face</param>
public TextureEntry(TextureEntryFace defaultFace)
{
DefaultTexture = new TextureEntryFace(null);
DefaultTexture.Bump = defaultFace.Bump;
DefaultTexture.Fullbright = defaultFace.Fullbright;
DefaultTexture.MediaFlags = defaultFace.MediaFlags;
DefaultTexture.OffsetU = defaultFace.OffsetU;
DefaultTexture.OffsetV = defaultFace.OffsetV;
DefaultTexture.RepeatU = defaultFace.RepeatU;
DefaultTexture.RepeatV = defaultFace.RepeatV;
DefaultTexture.RGBA = defaultFace.RGBA;
DefaultTexture.Rotation = defaultFace.Rotation;
DefaultTexture.Glow = defaultFace.Glow;
DefaultTexture.Shiny = defaultFace.Shiny;
DefaultTexture.TexMapType = defaultFace.TexMapType;
DefaultTexture.TextureID = defaultFace.TextureID;
}
/// <summary>
/// Constructor that creates the TextureEntry class from a byte array
/// </summary>
/// <param name="data">Byte array containing the TextureEntry field</param>
/// <param name="pos">Starting position of the TextureEntry field in
/// the byte array</param>
/// <param name="length">Length of the TextureEntry field, in bytes</param>
public TextureEntry(byte[] data, int pos, int length)
{
FromBytes(data, pos, length);
}
/// <summary>
/// This will either create a new face if a custom face for the given
/// index is not defined, or return the custom face for that index if
/// it already exists
/// </summary>
/// <param name="index">The index number of the face to create or
/// retrieve</param>
/// <returns>A TextureEntryFace containing all the properties for that
/// face</returns>
public TextureEntryFace CreateFace(uint index)
{
if (index >= MAX_FACES) throw new Exception(index + " is outside the range of MAX_FACES");
if (FaceTextures[index] == null)
FaceTextures[index] = new TextureEntryFace(this.DefaultTexture);
return FaceTextures[index];
}
/// <summary>
///
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public TextureEntryFace GetFace(uint index)
{
if (index >= MAX_FACES) throw new Exception(index + " is outside the range of MAX_FACES");
if (FaceTextures[index] != null)
return FaceTextures[index];
else
return DefaultTexture;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public LLSD GetLLSD()
{
LLSDArray array = new LLSDArray();
// Always add default texture
array.Add(DefaultTexture.GetLLSD(-1));
for (int i = 0; i < MAX_FACES; i++)
{
if (FaceTextures[i] != null)
array.Add(FaceTextures[i].GetLLSD(i));
}
return array;
}
public static TextureEntry FromLLSD(LLSD llsd)
{
LLSDArray array = (LLSDArray)llsd;
LLSDMap faceLLSD;
if (array.Count > 0)
{
int faceNumber;
faceLLSD = (LLSDMap)array[0];
TextureEntryFace defaultFace = TextureEntryFace.FromLLSD(faceLLSD, null, out faceNumber);
TextureEntry te = new TextureEntry(defaultFace);
for (int i = 1; i < array.Count; i++)
{
TextureEntryFace tex = TextureEntryFace.FromLLSD(array[i], defaultFace, out faceNumber);
if (faceNumber >= 0 && faceNumber < te.FaceTextures.Length)
te.FaceTextures[faceNumber] = tex;
}
return te;
}
else
{
throw new ArgumentException("LLSD contains no elements");
}
}
private void FromBytes(byte[] data, int pos, int length)
{
if (length <= 0)
{
// No TextureEntry to process
DefaultTexture = null;
return;
}
else
{
DefaultTexture = new TextureEntryFace(null);
}
uint bitfieldSize = 0;
uint faceBits = 0;
int i = pos;
#region Texture
DefaultTexture.TextureID = new UUID(data, i);
i += 16;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref bitfieldSize))
{
UUID tmpUUID = new UUID(data, i);
i += 16;
for (uint face = 0, bit = 1; face < bitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).TextureID = tmpUUID;
}
#endregion Texture
#region Color
DefaultTexture.RGBA = new Color4(data, i, true);
i += 4;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref bitfieldSize))
{
Color4 tmpColor = new Color4(data, i, true);
i += 4;
for (uint face = 0, bit = 1; face < bitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).RGBA = tmpColor;
}
#endregion Color
#region RepeatU
DefaultTexture.RepeatU = Helpers.BytesToFloat(data, i);
i += 4;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref bitfieldSize))
{
float tmpFloat = Helpers.BytesToFloat(data, i);
i += 4;
for (uint face = 0, bit = 1; face < bitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).RepeatU = tmpFloat;
}
#endregion RepeatU
#region RepeatV
DefaultTexture.RepeatV = Helpers.BytesToFloat(data, i);
i += 4;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref bitfieldSize))
{
float tmpFloat = Helpers.BytesToFloat(data, i);
i += 4;
for (uint face = 0, bit = 1; face < bitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).RepeatV = tmpFloat;
}
#endregion RepeatV
#region OffsetU
DefaultTexture.OffsetU = Helpers.TEOffsetFloat(data, i);
i += 2;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref bitfieldSize))
{
float tmpFloat = Helpers.TEOffsetFloat(data, i);
i += 2;
for (uint face = 0, bit = 1; face < bitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).OffsetU = tmpFloat;
}
#endregion OffsetU
#region OffsetV
DefaultTexture.OffsetV = Helpers.TEOffsetFloat(data, i);
i += 2;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref bitfieldSize))
{
float tmpFloat = Helpers.TEOffsetFloat(data, i);
i += 2;
for (uint face = 0, bit = 1; face < bitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).OffsetV = tmpFloat;
}
#endregion OffsetV
#region Rotation
DefaultTexture.Rotation = Helpers.TERotationFloat(data, i);
i += 2;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref bitfieldSize))
{
float tmpFloat = Helpers.TERotationFloat(data, i);
i += 2;
for (uint face = 0, bit = 1; face < bitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).Rotation = tmpFloat;
}
#endregion Rotation
#region Material
DefaultTexture.material = data[i];
i++;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref bitfieldSize))
{
byte tmpByte = data[i];
i++;
for (uint face = 0, bit = 1; face < bitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).material = tmpByte;
}
#endregion Material
#region Media
DefaultTexture.media = data[i];
i++;
while (i - pos < length && ReadFaceBitfield(data, ref i, ref faceBits, ref bitfieldSize))
{
byte tmpByte = data[i];
i++;
for (uint face = 0, bit = 1; face < bitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).media = tmpByte;
}
#endregion Media
#region Glow
DefaultTexture.Glow = Helpers.TEGlowFloat(data, i);
i++;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref bitfieldSize))
{
float tmpFloat = Helpers.TEGlowFloat(data, i);
i++;
for (uint face = 0, bit = 1; face < bitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).Glow = tmpFloat;
}
#endregion Glow
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public byte[] ToBytes()
{
if (DefaultTexture == null)
return new byte[0];
MemoryStream memStream = new MemoryStream();
BinaryWriter binWriter = new BinaryWriter(memStream);
#region Bitfield Setup
uint[] textures = new uint[FaceTextures.Length];
InitializeArray(ref textures);
uint[] rgbas = new uint[FaceTextures.Length];
InitializeArray(ref rgbas);
uint[] repeatus = new uint[FaceTextures.Length];
InitializeArray(ref repeatus);
uint[] repeatvs = new uint[FaceTextures.Length];
InitializeArray(ref repeatvs);
uint[] offsetus = new uint[FaceTextures.Length];
InitializeArray(ref offsetus);
uint[] offsetvs = new uint[FaceTextures.Length];
InitializeArray(ref offsetvs);
uint[] rotations = new uint[FaceTextures.Length];
InitializeArray(ref rotations);
uint[] materials = new uint[FaceTextures.Length];
InitializeArray(ref materials);
uint[] medias = new uint[FaceTextures.Length];
InitializeArray(ref medias);
uint[] glows = new uint[FaceTextures.Length];
InitializeArray(ref glows);
for (int i = 0; i < FaceTextures.Length; i++)
{
if (FaceTextures[i] == null) continue;
if (FaceTextures[i].TextureID != DefaultTexture.TextureID)
{
if (textures[i] == UInt32.MaxValue) textures[i] = 0;
textures[i] |= (uint)(1 << i);
}
if (FaceTextures[i].RGBA != DefaultTexture.RGBA)
{
if (rgbas[i] == UInt32.MaxValue) rgbas[i] = 0;
rgbas[i] |= (uint)(1 << i);
}
if (FaceTextures[i].RepeatU != DefaultTexture.RepeatU)
{
if (repeatus[i] == UInt32.MaxValue) repeatus[i] = 0;
repeatus[i] |= (uint)(1 << i);
}
if (FaceTextures[i].RepeatV != DefaultTexture.RepeatV)
{
if (repeatvs[i] == UInt32.MaxValue) repeatvs[i] = 0;
repeatvs[i] |= (uint)(1 << i);
}
if (Helpers.TEOffsetShort(FaceTextures[i].OffsetU) != Helpers.TEOffsetShort(DefaultTexture.OffsetU))
{
if (offsetus[i] == UInt32.MaxValue) offsetus[i] = 0;
offsetus[i] |= (uint)(1 << i);
}
if (Helpers.TEOffsetShort(FaceTextures[i].OffsetV) != Helpers.TEOffsetShort(DefaultTexture.OffsetV))
{
if (offsetvs[i] == UInt32.MaxValue) offsetvs[i] = 0;
offsetvs[i] |= (uint)(1 << i);
}
if (Helpers.TERotationShort(FaceTextures[i].Rotation) != Helpers.TERotationShort(DefaultTexture.Rotation))
{
if (rotations[i] == UInt32.MaxValue) rotations[i] = 0;
rotations[i] |= (uint)(1 << i);
}
if (FaceTextures[i].material != DefaultTexture.material)
{
if (materials[i] == UInt32.MaxValue) materials[i] = 0;
materials[i] |= (uint)(1 << i);
}
if (FaceTextures[i].media != DefaultTexture.media)
{
if (medias[i] == UInt32.MaxValue) medias[i] = 0;
medias[i] |= (uint)(1 << i);
}
if (Helpers.TEGlowByte(FaceTextures[i].Glow) != Helpers.TEGlowByte(DefaultTexture.Glow))
{
if (glows[i] == UInt32.MaxValue) glows[i] = 0;
glows[i] |= (uint)(1 << i);
}
}
#endregion Bitfield Setup
#region Texture
binWriter.Write(DefaultTexture.TextureID.GetBytes());
for (int i = 0; i < textures.Length; i++)
{
if (textures[i] != UInt32.MaxValue)
{
binWriter.Write(GetFaceBitfieldBytes(textures[i]));
binWriter.Write(FaceTextures[i].TextureID.GetBytes());
}
}
binWriter.Write((byte)0);
#endregion Texture
#region Color
// Serialize the color bytes inverted to optimize for zerocoding
binWriter.Write(DefaultTexture.RGBA.GetBytes(true));
for (int i = 0; i < rgbas.Length; i++)
{
if (rgbas[i] != UInt32.MaxValue)
{
binWriter.Write(GetFaceBitfieldBytes(rgbas[i]));
// Serialize the color bytes inverted to optimize for zerocoding
binWriter.Write(FaceTextures[i].RGBA.GetBytes(true));
}
}
binWriter.Write((byte)0);
#endregion Color
#region RepeatU
binWriter.Write(DefaultTexture.RepeatU);
for (int i = 0; i < repeatus.Length; i++)
{
if (repeatus[i] != UInt32.MaxValue)
{
binWriter.Write(GetFaceBitfieldBytes(repeatus[i]));
binWriter.Write(FaceTextures[i].RepeatU);
}
}
binWriter.Write((byte)0);
#endregion RepeatU
#region RepeatV
binWriter.Write(DefaultTexture.RepeatV);
for (int i = 0; i < repeatvs.Length; i++)
{
if (repeatvs[i] != UInt32.MaxValue)
{
binWriter.Write(GetFaceBitfieldBytes(repeatvs[i]));
binWriter.Write(FaceTextures[i].RepeatV);
}
}
binWriter.Write((byte)0);
#endregion RepeatV
#region OffsetU
binWriter.Write(Helpers.TEOffsetShort(DefaultTexture.OffsetU));
for (int i = 0; i < offsetus.Length; i++)
{
if (offsetus[i] != UInt32.MaxValue)
{
binWriter.Write(GetFaceBitfieldBytes(offsetus[i]));
binWriter.Write(Helpers.TEOffsetShort(FaceTextures[i].OffsetU));
}
}
binWriter.Write((byte)0);
#endregion OffsetU
#region OffsetV
binWriter.Write(Helpers.TEOffsetShort(DefaultTexture.OffsetV));
for (int i = 0; i < offsetvs.Length; i++)
{
if (offsetvs[i] != UInt32.MaxValue)
{
binWriter.Write(GetFaceBitfieldBytes(offsetvs[i]));
binWriter.Write(Helpers.TEOffsetShort(FaceTextures[i].OffsetV));
}
}
binWriter.Write((byte)0);
#endregion OffsetV
#region Rotation
binWriter.Write(Helpers.TERotationShort(DefaultTexture.Rotation));
for (int i = 0; i < rotations.Length; i++)
{
if (rotations[i] != UInt32.MaxValue)
{
binWriter.Write(GetFaceBitfieldBytes(rotations[i]));
binWriter.Write(Helpers.TERotationShort(FaceTextures[i].Rotation));
}
}
binWriter.Write((byte)0);
#endregion Rotation
#region Material
binWriter.Write(DefaultTexture.material);
for (int i = 0; i < materials.Length; i++)
{
if (materials[i] != UInt32.MaxValue)
{
binWriter.Write(GetFaceBitfieldBytes(materials[i]));
binWriter.Write(FaceTextures[i].material);
}
}
binWriter.Write((byte)0);
#endregion Material
#region Media
binWriter.Write(DefaultTexture.media);
for (int i = 0; i < medias.Length; i++)
{
if (medias[i] != UInt32.MaxValue)
{
binWriter.Write(GetFaceBitfieldBytes(medias[i]));
binWriter.Write(FaceTextures[i].media);
}
}
binWriter.Write((byte)0);
#endregion Media
#region Glow
binWriter.Write(Helpers.TEGlowByte(DefaultTexture.Glow));
for (int i = 0; i < glows.Length; i++)
{
if (glows[i] != UInt32.MaxValue)
{
binWriter.Write(GetFaceBitfieldBytes(glows[i]));
binWriter.Write(Helpers.TEGlowByte(FaceTextures[i].Glow));
}
}
#endregion Glow
return memStream.ToArray();
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public override string ToString()
{
string output = String.Empty;
output += "Default Face: " + DefaultTexture.ToString() + Helpers.NewLine;
for (int i = 0; i < FaceTextures.Length; i++)
{
if (FaceTextures[i] != null)
output += "Face " + i + ": " + FaceTextures[i].ToString() + Helpers.NewLine;
}
return output;
}
#region Helpers
private void InitializeArray(ref uint[] array)
{
for (int i = 0; i < array.Length; i++)
array[i] = UInt32.MaxValue;
}
private bool ReadFaceBitfield(byte[] data, ref int pos, ref uint faceBits, ref uint bitfieldSize)
{
faceBits = 0;
bitfieldSize = 0;
if (pos >= data.Length)
return false;
byte b = 0;
do
{
b = data[pos];
faceBits = (faceBits << 7) | (uint)(b & 0x7F);
bitfieldSize += 7;
pos++;
}
while ((b & 0x80) != 0);
return (faceBits != 0);
}
private byte[] GetFaceBitfieldBytes(uint bitfield)
{
int byteLength = 0;
uint tmpBitfield = bitfield;
while (tmpBitfield != 0)
{
tmpBitfield >>= 7;
byteLength++;
}
if (byteLength == 0)
return new byte[1] { 0 };
byte[] bytes = new byte[byteLength];
for (int i = 0; i < byteLength; i++)
{
bytes[i] = (byte)((bitfield >> (7 * (byteLength - i - 1))) & 0x7F);
if (i < byteLength - 1)
bytes[i] |= 0x80;
}
return bytes;
}
#endregion Helpers
}
}
}