Files
libremetaverse/libsecondlife-cs/Prims.cs
John Hurliman c05de6c98a * (Region)Handle is now set for the first logged in region
* Some updates to PrimObject to get ready for object importing and moving

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@61 52acb1d6-8a22-11de-b505-999d5b087335
2006-07-16 22:17:13 +00:00

137 lines
4.2 KiB
C#

/*
* 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;
namespace libsecondlife
{
public class PrimObject
{
public int PathTwistBegin = 0;
public uint PathEnd = 0;
public float ProfileBegin = 0;
public float PathRadiusOffset = 0;
public float PathSkew = 0;
public LLVector3 RayStart = new LLVector3();
public int ProfileCurve = 0;
public float PathScaleX = 0;
public float PathScaleY = 0;
public LLUUID UUID = new LLUUID();
public uint ID = 0;
public LLUUID GroupID = new LLUUID();
public uint Material = 0;
public string Name = "";
public string Description;
public float PathShearX = 0;
public float PathShearY = 0;
public float PathTaperX = 0;
public float PathTaperY = 0;
public float ProfileEnd = 0;
public uint PathBegin = 0;
public uint PathCurve = 0;
public LLVector3 Scale = new LLVector3();
public int PathTwist = 0;
public LLUUID Texture = new LLUUID(); // TODO: Add multi-texture support
public uint ProfileHollow = 0;
public float PathRevolutions = 0;
public LLQuaternion Rotation = new LLQuaternion();
public PrimObject(LLUUID texture)
{
Texture = texture;
}
public static byte PathScaleByte(float pathScale)
{
// Y = 100 + 100X
return (byte)(100 + Convert.ToInt16(100.0F * pathScale));
}
public static byte PathTwistByte(float pathTwist)
{
// Y = 256 + ceil (X / 1.8)
ushort temp = Convert.ToUInt16(256 + Math.Ceiling(pathTwist / 1.8F));
return (byte)(temp % 256);
}
public static byte PathShearByte(float pathShear)
{
// Y = 256 + 100X
ushort temp = Convert.ToUInt16(100.0F * pathShear);
temp += 256;
return (byte)(temp % 256);
}
public static byte ProfileBeginByte(float profileBegin)
{
// Y = ceil (200X)
return (byte)Convert.ToInt16(Math.Ceiling(200.0F * profileBegin));
}
public static byte ProfileEndByte(float profileEnd)
{
// Y = 200 - ceil (200X)
return (byte)(200 - (int)ProfileBeginByte(profileEnd));
}
public static byte PathBeginByte(float pathBegin)
{
// Y = 100X
return (byte)Convert.ToInt16(100.0F * pathBegin);
}
public static byte PathEndByte(float pathEnd)
{
// Y = 100 - 100X
return (byte)(100 - Convert.ToInt16(100.0F * pathEnd));
}
public static byte PathRadiusOffsetByte(float pathRadiusOffset)
{
// Y = 256 + 100X
return PathShearByte(pathRadiusOffset);
}
public static byte PathRevolutionsByte(float pathRevolutions)
{
// Y = ceil (66X) - 66
return (byte)(Convert.ToInt16(Math.Ceiling(66.0F * pathRevolutions)) - 66);
}
public static byte PathSkewByte(float pathSkew)
{
// Y = 256 + 100X
return PathShearByte(pathSkew);
}
public static byte PathTaperByte(float pathTaper)
{
// Y = 256 + 100X
return PathShearByte(pathTaper);
}
}
}