* libsecondlife-cs is now libsecondlife * All applications that are staying have been moved to trunk/ * SLProxy loads Analyst plugin by default if no other plugin is specified on the command line git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1068 52acb1d6-8a22-11de-b505-999d5b087335
183 lines
5.5 KiB
C#
183 lines
5.5 KiB
C#
/*
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* Copyright (c) 2006, Second Life Reverse Engineering Team
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the Second Life Reverse Engineering Team nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using libsecondlife;
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namespace libsecondlife.AssetSystem
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{
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/// <summary>
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/// Summary description for Asset.
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/// </summary>
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public class Asset
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{
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/*
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public const sbyte ASSET_TYPE_NOTECARD = 7;
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public const sbyte ASSET_TYPE_IMAGE = 0;
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public const sbyte ASSET_TYPE_WEARABLE_BODY = 13;
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public const sbyte ASSET_TYPE_WEARABLE_CLOTHING = 5;
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public const sbyte ASSET_TYPE_SCRIPT = 10;
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*/
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public enum AssetType : sbyte
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{
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/// <summary>Unknown asset type</summary>
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Unknown = -1,
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/// <summary>Texture asset, stores in JPEG2000 J2C stream format</summary>
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Texture = 0,
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/// <summary>Sound asset</summary>
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Sound = 1,
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/// <summary>Calling card for another avatar</summary>
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CallingCard = 2,
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/// <summary>Link to a location in world</summary>
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Landmark = 3,
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/// <summary>Legacy script asset, you should never see one of these</summary>
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[Obsolete]
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Script = 4,
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/// <summary>Collection of textures and parameters that can be
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/// worn by an avatar</summary>
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Clothing = 5,
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/// <summary>Primitive that can contain textures, sounds,
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/// scripts and more</summary>
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Object = 6,
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/// <summary>Notecard asset</summary>
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Notecard = 7,
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/// <summary>Holds a collection of inventory items</summary>
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Folder = 8,
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/// <summary>Root inventory folder</summary>
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RootFolder = 9,
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/// <summary>Linden scripting language script</summary>
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LSLText = 10,
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/// <summary>LSO bytecode for a script</summary>
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LSLBytecode = 11,
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/// <summary>Uncompressed TGA texture</summary>
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TextureTGA = 12,
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/// <summary>Collection of textures and shape parameters that can
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/// be worn</summary>
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Bodypart = 13,
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/// <summary>Trash folder</summary>
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TrashFolder = 14,
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/// <summary>Snapshot folder</summary>
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SnapshotFolder = 15,
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/// <summary>Lost and found folder</summary>
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LostAndFoundFolder = 16,
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/// <summary>Uncompressed sound</summary>
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SoundWAV = 17,
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/// <summary>Uncompressed TGA non-square image, not to be used as a
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/// texture</summary>
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ImageTGA = 18,
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/// <summary>Compressed JPEG non-square image, not to be used as a
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/// texture</summary>
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ImageJPEG = 19,
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/// <summary>Animation</summary>
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Animation = 20,
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/// <summary>Sequence of animations, sounds, chat, and pauses</summary>
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Gesture = 21,
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/// <summary>Simstate file</summary>
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Simstate = 22
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}
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public LLUUID AssetID;
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public sbyte Type;
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public bool Tempfile;
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internal byte[] _AssetData;
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public byte[] AssetData
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{
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get
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{
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return _AssetData;
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}
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}
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/// <summary>
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/// </summary>
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/// <param name="assetID"></param>
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/// <param name="type"></param>
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/// <param name="tempfile"></param>
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/// <param name="assetData"></param>
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public Asset(LLUUID assetID, sbyte type, bool tempfile, byte[] assetData)
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{
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AssetID = assetID;
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Type = (sbyte)type;
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Tempfile = tempfile;
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_AssetData = assetData;
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}
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/// <summary>
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/// </summary>
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/// <param name="assetID"></param>
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/// <param name="type"></param>
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/// <param name="assetData"></param>
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public Asset(LLUUID assetID, sbyte type, byte[] assetData)
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{
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AssetID = assetID;
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Type = (sbyte)type;
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Tempfile = false;
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_AssetData = assetData;
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}
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/// <summary>
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/// Return this asset's data as a pretty printable string.
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/// </summary>
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public string AssetDataToString()
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{
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return Helpers.FieldToUTF8String((byte[])_AssetData);
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}
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public virtual void SetAssetData(byte[] data)
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{
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_AssetData = data;
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}
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}
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}
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