Files
libremetaverse/libsecondlife-cs/Prims.cs

696 lines
22 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.ComponentModel;
using System.Xml;
using System.Xml.Serialization;
namespace libsecondlife
{
/// <summary>
/// Primary parameters for primitives such as Physics Enabled or Phantom
/// </summary>
[Flags]
public enum ObjectFlags : uint
{
/// <summary>None of the primary flags are enabled</summary>
None = 0,
/// <summary>Whether physics are enabled for this object</summary>
Physics = 0x00000001,
/// <summary></summary>
CreateSelected = 0x00000002,
/// <summary></summary>
ObjectModify = 0x00000004,
/// <summary></summary>
ObjectCopy = 0x00000008,
/// <summary></summary>
ObjectAnyOwner = 0x00000010,
/// <summary></summary>
ObjectYouOwner = 0x00000020,
/// <summary></summary>
Scripted = 0x00000040,
/// <summary>Whether this object contains an active touch script</summary>
Touch = 0x00000080,
/// <summary></summary>
ObjectMove = 0x00000100,
/// <summary>Whether this object can receive payments</summary>
Money = 0x00000200,
/// <summary>Whether this object is phantom (no collisions)</summary>
Phantom = 0x00000400,
/// <summary></summary>
InventoryEmpty = 0x00000800,
/// <summary></summary>
JointHinge = 0x00001000,
/// <summary></summary>
JointP2P = 0x00002000,
/// <summary></summary>
JointLP2P = 0x00004000,
/// <summary>Deprecated</summary>
JointWheel = 0x00008000,
/// <summary></summary>
AllowInventoryDrop = 0x00010000,
/// <summary></summary>
ObjectTransfer = 0x00020000,
/// <summary></summary>
ObjectGroupOwned = 0x00040000,
/// <summary>Deprecated</summary>
ObjectYouOfficer = 0x00080000,
/// <summary></summary>
CameraDecoupled = 0x00100000,
/// <summary></summary>
AnimSource = 0x00200000,
/// <summary></summary>
CameraSource = 0x00400000,
/// <summary></summary>
CastShadows = 0x00800000,
/// <summary></summary>
ObjectOwnerModify = 0x10000000,
/// <summary></summary>
TemporaryOnRez = 0x20000000,
/// <summary></summary>
Temporary = 0x40000000,
/// <summary></summary>
ZlibCompressed = 0x80000000
}
/// <summary>
/// Extra parameters for primitives, these flags are for features that have
/// been added after the original ObjectFlags that has all eight bits
/// reserved already
/// </summary>
public enum ExtraParamType : ushort
{
/// <summary>Whether this object has flexible parameters</summary>
[XmlEnum("Flexible")] Flexible = 0x10,
/// <summary>Whether this object has light parameters</summary>
[XmlEnum("Light")] Light = 0x20
}
/// <summary>
/// Sweet delicious prims.
/// </summary>
[Serializable]
public class PrimObject
{
/// <summary></summary>
[XmlAttribute("pathtwistbegin"), DefaultValue(0)] public int PathTwistBegin;
/// <summary></summary>
[XmlAttribute("pathend"), DefaultValue(0)] public float PathEnd;
/// <summary></summary>
[XmlAttribute("profilebegin"), DefaultValue(0)] public float ProfileBegin;
/// <summary></summary>
[XmlAttribute("pathradiusoffset"), DefaultValue(0)] public float PathRadiusOffset;
/// <summary></summary>
[XmlAttribute("pathskew"), DefaultValue(0)] public float PathSkew;
/// <summary></summary>
[XmlAttribute("profilecurve"), DefaultValue(0)] public uint ProfileCurve;
/// <summary></summary>
[XmlAttribute("pathscalex"), DefaultValue(0)] public float PathScaleX;
/// <summary></summary>
[XmlAttribute("pathscaley"), DefaultValue(0)] public float PathScaleY;
/// <summary></summary>
[XmlAttribute("localid"), DefaultValue(0)] public uint LocalID;
/// <summary></summary>
[XmlAttribute("parentid"), DefaultValue(0)] public uint ParentID;
/// <summary></summary>
[XmlAttribute("material"), DefaultValue(0)] public uint Material;
/// <summary></summary>
[XmlAttribute("name"), DefaultValue("")] public string Name = "";
/// <summary></summary>
[XmlAttribute("description"), DefaultValue("")] public string Description = "";
/// <summary></summary>
[XmlAttribute("pathshearx"), DefaultValue(0)] public float PathShearX;
/// <summary></summary>
[XmlAttribute("pathsheary"), DefaultValue(0)] public float PathShearY;
/// <summary></summary>
[XmlAttribute("pathtaperx"), DefaultValue(0)] public float PathTaperX;
/// <summary></summary>
[XmlAttribute("pathtapery"), DefaultValue(0)] public float PathTaperY;
/// <summary></summary>
[XmlAttribute("profileend"), DefaultValue(0)] public float ProfileEnd;
/// <summary></summary>
[XmlAttribute("pathbegin"), DefaultValue(0)] public float PathBegin;
/// <summary></summary>
[XmlAttribute("pathcurve"), DefaultValue(0)] public uint PathCurve;
/// <summary></summary>
[XmlAttribute("pathtwist"), DefaultValue(0)] public int PathTwist;
/// <summary></summary>
[XmlAttribute("profilehollow"), DefaultValue(0)] public uint ProfileHollow;
/// <summary></summary>
[XmlAttribute("pathrevolutions"), DefaultValue(0)] public float PathRevolutions;
/// <summary></summary>
[XmlAttribute("state"), DefaultValue(0)] public uint State;
/// <summary></summary>
[XmlAttribute("text"), DefaultValue("")] public string Text = "";
/// <summary></summary>
[XmlAttribute("regionhandle"), DefaultValue(0)] public ulong RegionHandle;
/// <summary></summary>
[XmlAttribute("flags"), DefaultValue(ObjectFlags.None)] public ObjectFlags Flags;
/// <summary></summary>
[XmlIgnore] public ObjectManager.PCode PCode = ObjectManager.PCode.Prim;
/// <summary></summary>
[XmlElement("id")] public LLUUID ID = LLUUID.Zero;
/// <summary></summary>
[XmlElement("groupid")] public LLUUID GroupID = LLUUID.Zero;
/// <summary></summary>
public LLVector3 Position = LLVector3.Zero;
/// <summary></summary>
public LLVector3 Scale = LLVector3.Zero;
/// <summary></summary>
public LLQuaternion Rotation = LLQuaternion.Identity;
/// <summary></summary>
public TextureEntry Textures = new TextureEntry();
/// <summary></summary>
public TextureAnimation TextureAnim = new TextureAnimation();
/// <summary></summary>
public PrimFlexibleData Flexible = new PrimFlexibleData();
/// <summary></summary>
public PrimLightData Light = new PrimLightData();
/// <summary></summary>
public ParticleSystem ParticleSys = new ParticleSystem();
/// <summary>
/// Default constructor, zeroes out or sets default prim parameters
/// </summary>
public PrimObject()
{
}
/// <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;
}
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;
}
public void ToXml(XmlWriter xmlWriter)
{
//XmlSerializerNamespaces ns = new XmlSerializerNamespaces();
//ns.Add("", "");
XmlSerializer serializer = new XmlSerializer(typeof(PrimObject));
serializer.Serialize(xmlWriter, this);
}
public static PrimObject FromXml(XmlReader xmlReader)
{
XmlSerializer serializer = new XmlSerializer(typeof(PrimObject));
return (PrimObject)serializer.Deserialize(xmlReader);
}
}
/// <summary>
/// OMG Flexi
/// </summary>
[Serializable]
public class PrimFlexibleData
{
/// <summary></summary>
[XmlAttribute("softness"), DefaultValue(0)] public int Softness;
/// <summary></summary>
[XmlAttribute("gravity"), DefaultValue(0)] public float Gravity;
/// <summary></summary>
[XmlAttribute("drag"), DefaultValue(0)] public float Drag;
/// <summary></summary>
[XmlAttribute("wind"), DefaultValue(0)] public float Wind;
/// <summary></summary>
[XmlAttribute("tension"), DefaultValue(0)] 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>
/// Information on the light property associated with a prim
/// </summary>
[Serializable]
public class PrimLightData
{
/// <summary></summary>
[XmlAttribute("red"), DefaultValue(0)] public byte R;
/// <summary></summary>
[XmlAttribute("green"), DefaultValue(0)] public byte G;
/// <summary></summary>
[XmlAttribute("blue"), DefaultValue(0)] public byte B;
/// <summary></summary>
[XmlAttribute("intensity"), DefaultValue(0)] public float Intensity;
/// <summary></summary>
[XmlAttribute("radius"), DefaultValue(0)] public float Radius;
/// <summary></summary>
[XmlAttribute("falloff"), DefaultValue(0)] 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;
}
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);
}
}
/// <summary>
///
/// </summary>
public class ObjectProperties
{
/// <summary></summary>
public LLUUID ObjectID;
/// <summary></summary>
public LLUUID OwnerID;
/// <summary></summary>
public LLUUID GroupID;
/// <summary></summary>
public uint BaseMask;
/// <summary></summary>
public uint OwnerMask;
/// <summary></summary>
public uint GroupMask;
/// <summary></summary>
public uint EveryoneMask;
/// <summary></summary>
public uint NextOwnerMask;
/// <summary></summary>
public int OwnershipCost;
/// <summary></summary>
public byte SaleType;
/// <summary></summary>
public int SalePrice;
/// <summary></summary>
public uint Category;
/// <summary></summary>
public LLUUID LastOwnerID;
/// <summary></summary>
public string Name;
/// <summary></summary>
public string Description;
}
}