Files
libremetaverse/libsecondlife-cs/Prims.cs
bushing 2c9080561c It's Party Time\! (r213:HEAD)
git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@279 52acb1d6-8a22-11de-b505-999d5b087335
2006-10-14 05:13:39 +00:00

370 lines
11 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
{
/// <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 = new LLVector3();
/// <summary></summary>
public uint ProfileCurve = 0;
/// <summary></summary>
public float PathScaleX = 0;
/// <summary></summary>
public float PathScaleY = 0;
/// <summary></summary>
public LLUUID ID = new LLUUID();
/// <summary></summary>
public uint LocalID = 0;
/// <summary></summary>
public uint ParentID = 0;
/// <summary></summary>
public LLUUID GroupID = new LLUUID();
/// <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 = new LLVector3();
/// <summary></summary>
public int PathTwist = 0;
/// <summary></summary>
public LLUUID Texture = new LLUUID(); // TODO: Add multi-texture support
/// <summary></summary>
public uint ProfileHollow = 0;
/// <summary></summary>
public float PathRevolutions = 0;
/// <summary></summary>
public LLQuaternion Rotation = new LLQuaternion();
/// <summary></summary>
public uint State;
/// <summary>
///
/// </summary>
public PrimObject()
{
Texture = new LLUUID();
}
/// <summary>
///
/// </summary>
/// <param name="texture"></param>
public PrimObject(LLUUID texture)
{
Texture = texture;
}
/// <summary>
///
/// </summary>
/// <param name="pathScale"></param>
/// <returns></returns>
public static byte PathScaleByte(float pathScale)
{
// Y = 100 + 100X
return (byte)(100 + Convert.ToInt16(100.0F * pathScale));
}
/// <summary>
///
/// </summary>
/// <param name="pathScale"></param>
/// <returns></returns>
public static float PathScaleFloat(byte pathScale)
{
// Y = -1 + 0.01X
return (float)pathScale * 0.01F - 1.0F;
}
/// <summary>
///
/// </summary>
/// <param name="pathTwist"></param>
/// <returns></returns>
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);
}
/*/// <summary>
///
/// </summary>
/// <param name="pathTwist"></param>
/// <returns></returns>
public static float PathTwistFloat(sbyte pathTwist)
{
// Y = 0.5556X
return (float)pathTwist * 0.5556F;
}*/
/// <summary>
///
/// </summary>
/// <param name="pathShear"></param>
/// <returns></returns>
public static byte PathShearByte(float pathShear)
{
// Y = 256 + 100X
ushort temp = Convert.ToUInt16(100.0F * pathShear);
temp += 256;
return (byte)(temp % 256);
}
/// <summary>
///
/// </summary>
/// <param name="pathShear"></param>
/// <returns></returns>
public static float PathShearFloat(byte pathShear)
{
// Y = (X - 256) / 100
if (pathShear > 150)
{
return ((float)pathShear - 256.0F) / 100.0F;
}
else
{
return (float)pathShear / 100.0F;
} }
/// <summary>
///
/// </summary>
/// <param name="profileBegin"></param>
/// <returns></returns>
public static byte ProfileBeginByte(float profileBegin)
{
// Y = ceil (200X)
return (byte)Convert.ToInt16(200.0F * profileBegin);
}
/// <summary>
///
/// </summary>
/// <param name="profileBegin"></param>
/// <returns></returns>
public static float ProfileBeginFloat(byte profileBegin)
{
// Y = 0.005X
return (float)profileBegin * 0.005F;
}
/// <summary>
///
/// </summary>
/// <param name="profileEnd"></param>
/// <returns></returns>
public static byte ProfileEndByte(float profileEnd)
{
// Y = 200 - ceil (200X)
return (byte)(200 - (200.0F * profileEnd));
}
/// <summary>
///
/// </summary>
/// <param name="profileEnd"></param>
/// <returns></returns>
public static float ProfileEndFloat(byte profileEnd)
{
// Y = 1 - 0.005X
return 1.0F - (float)profileEnd * 0.005F;
}
/// <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
return (byte)(100 - Convert.ToInt16(100.0F * pathEnd));
}
/// <summary>
///
/// </summary>
/// <param name="pathEnd"></param>
/// <returns></returns>
public static float PathEndFloat(byte pathEnd)
{
// Y = 1 - X / 100
return 1.0F - (float)pathEnd / 100;
}
/// <summary>
///
/// </summary>
/// <param name="pathRadiusOffset"></param>
/// <returns></returns>
public static byte PathRadiusOffsetByte(float pathRadiusOffset)
{
// Y = 256 + 100X
return 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 = ceil (66X) - 66
return (byte)(Convert.ToInt16(Math.Ceiling(66.0F * pathRevolutions)) - 66);
}
/// <summary>
///
/// </summary>
/// <param name="pathRevolutions"></param>
/// <returns></returns>
public static float PathRevolutionsFloat(byte pathRevolutions)
{
// Y = 1 + 0.015X
return 1.0F + (float)pathRevolutions * 0.015F;
}
/// <summary>
///
/// </summary>
/// <param name="pathSkew"></param>
/// <returns></returns>
public static byte PathSkewByte(float pathSkew)
{
return PathTaperByte(pathSkew);
}
/// <summary>
///
/// </summary>
/// <param name="pathSkew"></param>
/// <returns></returns>
public static float PathSkewFloat(byte pathSkew)
{
return PathTaperFloat(pathSkew);
}
/// <summary>
///
/// </summary>
/// <param name="pathTaper"></param>
/// <returns></returns>
public static byte PathTaperByte(float pathTaper)
{
// Y = 256 + 100X
return PathShearByte(pathTaper);
}
/// <summary>
///
/// </summary>
/// <param name="pathTaper"></param>
/// <returns></returns>
public static float PathTaperFloat(byte pathTaper)
{
if (pathTaper > 100)
{
return (float)(256 - pathTaper) * 0.01F;
}
else
{
return (float)pathTaper * 0.01F;
}
}
}
}