* 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
1113 lines
41 KiB
C#
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
|
|
}
|
|
}
|
|
}
|