Files
libremetaverse/libsecondlife-cs/Prims.cs
2006-11-28 01:38:13 +00:00

726 lines
21 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;
using System.Xml;
namespace libsecondlife
{
/// <summary>
///
/// </summary>
public class PrimObject
{
/// <summary></summary>
public int PathTwistBegin = 0;
/// <summary></summary>
public float PathEnd = 0;
/// <summary></summary>
public float ProfileBegin = 0;
/// <summary></summary>
public float PathRadiusOffset = 0;
/// <summary></summary>
public float PathSkew = 0;
/// <summary></summary>
public LLVector3 Position = LLVector3.Zero;
/// <summary></summary>
public uint ProfileCurve = 0;
/// <summary></summary>
public float PathScaleX = 0;
/// <summary></summary>
public float PathScaleY = 0;
/// <summary></summary>
public LLUUID ID = LLUUID.Zero;
/// <summary></summary>
public uint LocalID = 0;
/// <summary></summary>
public uint ParentID = 0;
/// <summary></summary>
public LLUUID GroupID = LLUUID.Zero;
/// <summary></summary>
public uint Material = 0;
/// <summary></summary>
public string Name = "";
/// <summary></summary>
public string Description = "";
/// <summary></summary>
public float PathShearX = 0;
/// <summary></summary>
public float PathShearY = 0;
/// <summary></summary>
public float PathTaperX = 0;
/// <summary></summary>
public float PathTaperY = 0;
/// <summary></summary>
public float ProfileEnd = 0;
/// <summary></summary>
public float PathBegin = 0;
/// <summary></summary>
public uint PathCurve = 0;
/// <summary></summary>
public LLVector3 Scale = LLVector3.Zero;
/// <summary></summary>
public int PathTwist = 0;
/// <summary></summary>
public uint ProfileHollow = 0;
/// <summary></summary>
public float PathRevolutions = 0;
/// <summary></summary>
public LLQuaternion Rotation = LLQuaternion.Identity;
/// <summary></summary>
public uint State;
/// <summary></summary>
public string Text;
/// <summary></summary>
public ObjectManager.PCode PCode;
/// <summary></summary>
public ObjectFlags Flags;
/// <summary></summary>
public TextureEntry Textures;
/// <summary></summary>
public TextureAnimation TextureAnim;
/// <summary></summary>
public PrimFlexibleData Flexible;
/// <summary></summary>
public PrimLightData Light;
/// <summary></summary>
public ParticleSystem ParticleSys;
private SecondLife Client;
/// <summary>
///
/// </summary>
public PrimObject(SecondLife client)
{
Client = client;
PCode = ObjectManager.PCode.Prim;
Flexible = new PrimFlexibleData();
Light = new PrimLightData();
ParticleSys = new ParticleSystem();
Textures = new TextureEntry();
TextureAnim = new TextureAnimation();
Flexible = new PrimFlexibleData();
Light = new PrimLightData();
ParticleSys = new ParticleSystem();
}
/// <summary>
///
/// </summary>
/// <param name="texture"></param>
public PrimObject(SecondLife client, LLUUID texture)
{
Client = client;
PCode = ObjectManager.PCode.Prim;
Textures = new TextureEntry();
Textures.DefaultTexture.TextureID = texture;
}
/// <summary>
///
/// </summary>
/// <param name="pathScale"></param>
/// <returns></returns>
public static byte PathScaleByte(float pathScale)
{
// Y = 100 + 100X
int scale = (int)Math.Round(100.0f * pathScale);
return (byte)(100 + scale);
}
/// <summary>
///
/// </summary>
/// <param name="pathScale"></param>
/// <returns></returns>
public static float PathScaleFloat(byte pathScale)
{
// Y = -1 + 0.01X
return (float)Math.Round((double)pathScale * 0.01d - 1.0d, 6);
}
/// <summary>
///
/// </summary>
/// <param name="pathShear"></param>
/// <returns></returns>
public static byte PathShearByte(float pathShear)
{
// Y = 256 + 100X
int shear = (int)Math.Round(100.0f * pathShear);
shear += 256;
return (byte)(shear % 256);
}
/// <summary>
///
/// </summary>
/// <param name="pathShear"></param>
/// <returns></returns>
public static float PathShearFloat(byte pathShear)
{
if (pathShear == 0) return 0.0f;
if (pathShear > 150)
{
// Negative value
return ((float)pathShear - 256.0f) / 100.0f;
}
else
{
// Positive value
return (float)pathShear / 100.0f;
}
}
/// <summary>
///
/// </summary>
/// <param name="profileBegin"></param>
/// <returns></returns>
public static byte ProfileBeginByte(float profileBegin)
{
// Y = ceil (200X)
return (byte)Math.Round(200.0f * profileBegin);
}
/// <summary>
///
/// </summary>
/// <param name="profileBegin"></param>
/// <returns></returns>
public static float ProfileBeginFloat(byte profileBegin)
{
// Y = 0.005X
return (float)Math.Round((double)profileBegin * 0.005d, 6);
}
/// <summary>
///
/// </summary>
/// <param name="profileEnd"></param>
/// <returns></returns>
public static byte ProfileEndByte(float profileEnd)
{
// Y = 200 - 200X
int end = (int)Math.Round(200.0d * (double)profileEnd);
return (byte)(200 - end);
}
/// <summary>
///
/// </summary>
/// <param name="profileEnd"></param>
/// <returns></returns>
public static float ProfileEndFloat(byte profileEnd)
{
// Y = 1 - 0.005X
return (float)Math.Round(1.0d - ((double)profileEnd * 0.005d), 6);
}
/// <summary>
///
/// </summary>
/// <param name="pathBegin"></param>
/// <returns></returns>
public static byte PathBeginByte(float pathBegin)
{
// Y = 100X
return (byte)Convert.ToInt16(100.0f * pathBegin);
}
/// <summary>
///
/// </summary>
/// <param name="pathBegin"></param>
/// <returns></returns>
public static float PathBeginFloat(byte pathBegin)
{
// Y = X / 100
return (float)pathBegin / 100.0f;
}
/// <summary>
///
/// </summary>
/// <param name="pathEnd"></param>
/// <returns></returns>
public static byte PathEndByte(float pathEnd)
{
// Y = 100 - 100X
int end = (int)Math.Round(100.0f * pathEnd);
return (byte)(100 - end);
}
/// <summary>
///
/// </summary>
/// <param name="pathEnd"></param>
/// <returns></returns>
public static float PathEndFloat(byte pathEnd)
{
// Y = 1 - X / 100
return 1.0f - (float)pathEnd / 100.0f;
}
/// <summary>
///
/// </summary>
/// <param name="pathRadiusOffset"></param>
/// <returns></returns>
public static sbyte PathRadiusOffsetByte(float pathRadiusOffset)
{
// Y = 256 + 100X
return (sbyte)PathShearByte(pathRadiusOffset);
}
/// <summary>
///
/// </summary>
/// <param name="pathRadiusOffset"></param>
/// <returns></returns>
public static float PathRadiusOffsetFloat(sbyte pathRadiusOffset)
{
// Y = X / 100
return (float)pathRadiusOffset / 100.0f;
}
/// <summary>
///
/// </summary>
/// <param name="pathRevolutions"></param>
/// <returns></returns>
public static byte PathRevolutionsByte(float pathRevolutions)
{
// Y = 66.5X - 66
int revolutions = (int)Math.Round(66.5d * (double)pathRevolutions);
return (byte)(revolutions - 66);
}
/// <summary>
///
/// </summary>
/// <param name="pathRevolutions"></param>
/// <returns></returns>
public static float PathRevolutionsFloat(byte pathRevolutions)
{
// Y = 1 + 0.015X
return (float)Math.Round(1.0d + (double)pathRevolutions * 0.015d, 6);
}
/// <summary>
///
/// </summary>
/// <param name="pathSkew"></param>
/// <returns></returns>
public static sbyte PathSkewByte(float pathSkew)
{
return PathTaperByte(pathSkew);
}
/// <summary>
///
/// </summary>
/// <param name="pathSkew"></param>
/// <returns></returns>
public static float PathSkewFloat(sbyte pathSkew)
{
return PathTaperFloat(pathSkew);
}
/// <summary>
///
/// </summary>
/// <param name="pathTaper"></param>
/// <returns></returns>
public static sbyte PathTaperByte(float pathTaper)
{
// Y = 256 + 100X
return (sbyte)PathShearByte(pathTaper);
}
/// <summary>
///
/// </summary>
/// <param name="pathTaper"></param>
/// <returns></returns>
public static float PathTaperFloat(sbyte pathTaper)
{
return (float)pathTaper / 100.0f;
}
/// <summary>
///
/// </summary>
/// <param name="data"></param>
/// <param name="pos"></param>
/// <returns></returns>
public int SetExtraParamsFromBytes(byte[] data, int pos)
{
int i = pos;
int totalLength = 1;
if (data.Length == 0)
return 0;
byte extraParamCount = data[i++];
for (int k = 0; k < extraParamCount; k++)
{
ExtraParamType type = (ExtraParamType)(data[i++] + (data[i++] << 8));
uint paramLength = (uint)(data[i++] + (data[i++] << 8) +
(data[i++] << 16) + (data[i++] << 24));
if (type == ExtraParamType.Flexible)
{
Flexible = new PrimFlexibleData(data, i);
}
else if (type == ExtraParamType.Light)
{
Light = new PrimLightData(data, i);
}
i += (int)paramLength;
totalLength += (int)paramLength + 6;
}
return totalLength;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public string GetXml()
{
string xml = "<Prim>";
xml += "<PathTwistBegin value=\"" + PathTwistBegin + "\" />";
xml += "<PathEnd value=\"" + PathEnd + "\" />";
xml += "<ProfileBegin value=\"" + ProfileBegin + "\" />";
xml += "<PathRadiusOffset value=\"" + PathRadiusOffset + "\" />";
xml += "<PathSkew value=\"" + PathSkew + "\" />";
xml += Position.GetXml("Position");
xml += "<ProfileCurve value=\"" + ProfileCurve + "\" />";
xml += "<PathScaleX value=\"" + PathScaleX + "\" />";
xml += "<PathScaleY value=\"" + PathScaleY + "\" />";
xml += "<ID value=\"" + ID.ToString() + "\" />";
xml += "<LocalID value=\"" + LocalID + "\" />";
xml += "<ParentID value=\"" + ParentID + "\" />";
xml += "<GroupID value=\"" + GroupID.ToString() + "\" />";
xml += "<Material value=\"" + Material + "\" />";
xml += "<Name value=\"" + Name + "\" />";
xml += "<Description value=\"" + Description + "\" />";
xml += "<PathShearX value=\"" + PathShearX + "\" />";
xml += "<PathShearY value=\"" + PathShearY + "\" />";
xml += "<PathTaperX value=\"" + PathTaperX + "\" />";
xml += "<PathTaperY value=\"" + PathTaperY + "\" />";
xml += "<ProfileEnd value=\"" + ProfileEnd + "\" />";
xml += "<PathBegin value=\"" + PathBegin + "\" />";
xml += "<PathCurve value=\"" + PathCurve + "\" />";
xml += Scale.GetXml("Scale");
xml += "<PathTwist value=\"" + PathTwist + "\" />";
xml += "<ProfileHollow value=\"" + ProfileHollow + "\" />";
xml += "<PathRevolutions value=\"" + PathRevolutions + "\" />";
xml += Rotation.GetXml("Rotation");
xml += "<State value=\"" + State + "\" />";
xml += "<Text value=\"" + Text + "\" />";
xml += "<PCode value=\"" + PCode + "\" />";
xml += "<Flags value=\"" + Flags + "\" />";
xml += Textures.GetXml("Textures");
xml += TextureAnim.GetXml("TextureAnim");
xml += Flexible.GetXml("Flexible");
xml += Light.GetXml("Light");
xml += ParticleSys.GetXml("ParticleSys");
xml += "</Prim>";
return xml;
}
/// <summary>
///
/// </summary>
/// <param name="client"></param>
/// <param name="node"></param>
/// <returns></returns>
public static PrimObject FromXml(SecondLife client, XmlNode node)
{
PrimObject prim = new PrimObject(client);
foreach (XmlNode childNode in node.ChildNodes)
{
;
}
return prim;
}
public override string ToString()
{
string output = "";
output += (Name.Length != 0) ? Name : "Unnamed";
output += ": " + ((Description.Length != 0) ? Description : "No description") + Environment.NewLine;
output += "ID: " + ID + ", ";
output += "GroupID: " + GroupID + ", ";
output += "ParentID: " + ParentID + ", ";
output += "LocalID: " + LocalID + ", ";
output += "Flags: " + Flags + ", ";
output += "State: " + State + ", ";
output += "PCode: " + PCode + ", ";
output += "Material: " + Material + ", ";
return output;
}
}
/// <summary>
///
/// </summary>
[Flags]
public enum ObjectFlags
{
None = 0,
Physics = 1 << 0,
CreateSelected = 1 << 1,
Script = 1 << 6,
Touch = 1 << 7,
Money = 1 << 9,
Phantom = 1 << 10,
Temp = 1 << 30
}
/// <summary>
///
/// </summary>
public enum ExtraParamType : ushort
{
Flexible = 0x10,
Light = 0x20
}
/// <summary>
///
/// </summary>
public class PrimFlexibleData
{
/// <summary></summary>
public int Softness;
/// <summary></summary>
public float Gravity;
/// <summary></summary>
public float Drag;
/// <summary></summary>
public float Wind;
/// <summary></summary>
public float Tension;
/// <summary></summary>
public LLVector3 Force = LLVector3.Zero;
/// <summary>
///
/// </summary>
public PrimFlexibleData()
{
}
/// <summary>
///
/// </summary>
/// <param name="data"></param>
/// <param name="pos"></param>
public PrimFlexibleData(byte[] data, int pos)
{
FromBytes(data, pos);
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public byte[] GetBytes()
{
byte[] data = new byte[16];
int i = 0;
data[i] = (byte)((Softness & 2) << 6);
data[i + 1] = (byte)((Softness & 1) << 7);
data[i++] |= (byte)((byte)(Tension * 10.0f) & 0x7F);
data[i++] |= (byte)((byte)(Drag * 10.0f) & 0x7F);
data[i++] = (byte)((Gravity + 10.0f) * 10.0f);
data[i++] = (byte)(Wind * 10.0f);
Force.GetBytes().CopyTo(data, i);
return data;
}
private void FromBytes(byte[] data, int pos)
{
int i = pos;
Softness = ((data[i] & 0x80) >> 6) | ((data[i + 1] & 0x80) >> 7);
Tension = (data[i++] & 0x7F) / 10.0f;
Drag = (data[i++] & 0x7F) / 10.0f;
Gravity = (data[i++] / 10.0f) - 10.0f;
Wind = data[i++] / 10.0f;
Force = new LLVector3(data, i);
}
/// <summary>
///
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public string GetXml(string name)
{
string xml = "<" + name + ">";
xml += "<Softness value=\"" + Softness + "\" />";
xml += "<Tension value=\"" + Tension + "\" />";
xml += "<Drag value=\"" + Drag + "\" />";
xml += "<Gravity value=\"" + Gravity + "\" />";
xml += "<Wind value=\"" + Wind + "\" />";
xml += "</" + name + ">";
return xml;
}
/// <summary>
///
/// </summary>
/// <param name="node"></param>
/// <returns></returns>
public static PrimFlexibleData FromXml(XmlNode node)
{
return null;
}
}
/// <summary>
///
/// </summary>
public class PrimLightData
{
/// <summary></summary>
public byte R, G, B;
/// <summary></summary>
public float Intensity;
/// <summary></summary>
public float Radius;
/// <summary></summary>
public float Falloff;
/// <summary>
///
/// </summary>
public PrimLightData()
{
}
/// <summary>
///
/// </summary>
/// <param name="data"></param>
/// <param name="pos"></param>
public PrimLightData(byte[] data, int pos)
{
FromBytes(data, pos);
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public byte[] GetBytes()
{
byte[] data = new byte[16];
int i = 0;
data[i++] = R;
data[i++] = G;
data[i++] = B;
data[i++] = (byte)(Intensity * 255.0f);
BitConverter.GetBytes(Radius).CopyTo(data, i);
BitConverter.GetBytes(Falloff).CopyTo(data, i + 8);
if (!BitConverter.IsLittleEndian)
{
Array.Reverse(data, i, 4);
Array.Reverse(data, i + 8, 4);
}
return data;
}
/// <summary>
///
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public string GetXml(string name)
{
string xml = "<" + name + ">";
xml += "<Color X=\"" + R + "\" Y=\"" + G + "\" Z=\"" + B + "\" />";
xml += "<Intensity value=\"" + Intensity + "\" />";
xml += "<Radius value=\"" + Radius + "\" />";
xml += "<Falloff value=\"" + Falloff + "\" />";
xml += "</" + name + ">";
return xml;
}
/// <summary>
///
/// </summary>
/// <param name="node"></param>
/// <returns></returns>
public static PrimLightData FromXml(XmlNode node)
{
return null;
}
private void FromBytes(byte[] data, int pos)
{
int i = pos;
R = data[i++];
G = data[i++];
B = data[i++];
Intensity = data[i++] / 255.0f;
if (!BitConverter.IsLittleEndian)
{
Array.Reverse(data, i, 4);
Array.Reverse(data, i + 8, 4);
}
Radius = BitConverter.ToSingle(data, i);
Falloff = BitConverter.ToSingle(data, i + 8);
}
}
}