* The new asset and appearance managers sit alongside the old ones, so no code should break just yet although you might have to be more explicit with your namespaces * Adding importprimscript to work in conjunction with qarl's Maya sculptie exporter * Removing the IA_* examples, these should be remade in to TestClient commands git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1275 52acb1d6-8a22-11de-b505-999d5b087335
795 lines
30 KiB
C#
795 lines
30 KiB
C#
/*
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* Copyright (c) 2006-2007, 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 System.Collections.Generic;
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using System.Xml;
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using System.Xml.Serialization;
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using System.ComponentModel;
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using System.IO;
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namespace libsecondlife
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{
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public abstract partial class LLObject
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{
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/// <summary>
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/// Represents all of the texturable faces for an object
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/// </summary>
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/// <remarks>Objects in Second Life have infinite faces, with each face
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/// using the properties of the default face unless set otherwise. So if
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/// you have a TextureEntry with a default texture uuid of X, and face 72
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/// has a texture UUID of Y, every face would be textured with X except for
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/// face 72 that uses Y. In practice however, primitives utilize a maximum
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/// of nine faces and avatars utilize</remarks>
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[Serializable]
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public class TextureEntry
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{
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/// <summary></summary>
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public TextureEntryFace DefaultTexture;
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/// <summary></summary>
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public SerializableDictionary<uint, TextureEntryFace> FaceTextures;
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/// <summary>
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/// Default constructor, DefaultTexture will be null
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/// </summary>
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public TextureEntry()
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{
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DefaultTexture = null;
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FaceTextures = new SerializableDictionary<uint, TextureEntryFace>();
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}
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/// <summary>
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/// Constructor that takes a default texture UUID
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/// </summary>
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/// <param name="defaultTextureID">Texture UUID to use as the default texture</param>
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public TextureEntry(LLUUID defaultTextureID)
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{
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DefaultTexture = new TextureEntryFace(null);
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DefaultTexture.TextureID = defaultTextureID;
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FaceTextures = new SerializableDictionary<uint, TextureEntryFace>();
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}
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/// <summary>
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/// Constructor that creates the TextureEntry class from a byte array
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/// </summary>
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/// <param name="data">Byte array containing the TextureEntry field</param>
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/// <param name="pos">Starting position of the TextureEntry field in
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/// the byte array</param>
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/// <param name="length">Length of the TextureEntry field, in bytes</param>
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public TextureEntry(byte[] data, int pos, int length)
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{
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FromBytes(data, pos, length);
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}
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/// <summary>
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/// Returns the TextureEntryFace that is applied to the specified
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/// index. If custom attributes are not set for this face that
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/// would be the default texture for this TextureEntry. Do not
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/// modify the returned TextureEntryFace, it will have undefined
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/// results. Use CreateFace() to get a TextureEntryFace that is
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/// safe for writing
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/// </summary>
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/// <param name="index">The index number of the face to retrieve</param>
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/// <returns>A TextureEntryFace containing all the properties for that
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/// face, suitable for read-only operations</returns>
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public TextureEntryFace GetFace(uint index)
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{
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if (FaceTextures.ContainsKey(index))
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return FaceTextures[index];
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else
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return DefaultTexture;
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}
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/// <summary>
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/// Check whether a custom face is defined for a particular index
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/// </summary>
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/// <param name="index">The index to check whether a custom face is
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/// defined for</param>
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/// <returns>True if this face has it's own TextureEntryFace, otherwise
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/// false</returns>
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public bool FaceExists(uint index)
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{
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return FaceTextures.ContainsKey(index);
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}
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/// <summary>
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/// This will either create a new face if a custom face for the given
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/// index is not defined, or return the custom face for that index if
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/// it already exists
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/// </summary>
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/// <param name="index">The index number of the face to create or
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/// retrieve</param>
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/// <returns>A TextureEntryFace containing all the properties for that
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/// face</returns>
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public TextureEntryFace CreateFace(uint index)
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{
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if (!FaceTextures.ContainsKey(index))
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FaceTextures[index] = new TextureEntryFace(this.DefaultTexture);
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return FaceTextures[index];
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}
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public byte[] ToBytes()
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{
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if (DefaultTexture == null)
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{
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return new byte[0];
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}
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MemoryStream memStream = new MemoryStream();
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BinaryWriter binWriter = new BinaryWriter(memStream);
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Dictionary<LLUUID, uint> TextureIDs = new Dictionary<LLUUID, uint>();
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Dictionary<uint, uint> RGBAs = new Dictionary<uint, uint>();
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Dictionary<float, uint> RepeatUs = new Dictionary<float, uint>();
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Dictionary<float, uint> RepeatVs = new Dictionary<float, uint>();
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Dictionary<short, uint> OffsetUs = new Dictionary<short, uint>();
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Dictionary<short, uint> OffsetVs = new Dictionary<short, uint>();
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Dictionary<short, uint> Rotations = new Dictionary<short, uint>();
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Dictionary<byte, uint> Flag1s = new Dictionary<byte, uint>();
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Dictionary<byte, uint> Flag2s = new Dictionary<byte, uint>();
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foreach (KeyValuePair<uint, TextureEntryFace> face in FaceTextures)
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{
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if (face.Value.TextureID != DefaultTexture.TextureID)
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{
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if (TextureIDs.ContainsKey(face.Value.TextureID))
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TextureIDs[face.Value.TextureID] |= (uint)(1 << (int)face.Key);
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else
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TextureIDs[face.Value.TextureID] = (uint)(1 << (int)face.Key);
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}
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if (face.Value.RGBA != DefaultTexture.RGBA)
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{
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if (RGBAs.ContainsKey(face.Value.RGBA))
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RGBAs[face.Value.RGBA] |= (uint)(1 << (int)face.Key);
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else
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RGBAs[face.Value.RGBA] = (uint)(1 << (int)face.Key);
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}
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float fvalue = face.Value.RepeatU;
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float fdefaultValue = DefaultTexture.RepeatU;
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if (fvalue != fdefaultValue)
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{
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if (RepeatUs.ContainsKey(fvalue))
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RepeatUs[fvalue] |= (uint)(1 << (int)face.Key);
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else
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RepeatUs[fvalue] = (uint)(1 << (int)face.Key);
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}
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fvalue = face.Value.RepeatV;
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fdefaultValue = DefaultTexture.RepeatV;
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if (fvalue != fdefaultValue)
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{
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if (RepeatVs.ContainsKey(fvalue))
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RepeatVs[fvalue] |= (uint)(1 << (int)face.Key);
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else
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RepeatVs[fvalue] = (uint)(1 << (int)face.Key);
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}
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short value = Helpers.TEOffsetShort(face.Value.OffsetU);
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short defaultValue = Helpers.TEOffsetShort(DefaultTexture.OffsetU);
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if (value != defaultValue)
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{
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if (OffsetUs.ContainsKey(value))
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OffsetUs[value] |= (uint)(1 << (int)face.Key);
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else
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OffsetUs[value] = (uint)(1 << (int)face.Key);
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}
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value = Helpers.TEOffsetShort(face.Value.OffsetV);
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defaultValue = Helpers.TEOffsetShort(DefaultTexture.OffsetV);
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if (value != defaultValue)
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{
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if (OffsetVs.ContainsKey(value))
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OffsetVs[value] |= (uint)(1 << (int)face.Key);
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else
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OffsetVs[value] = (uint)(1 << (int)face.Key);
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}
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value = Helpers.TERotationShort(face.Value.Rotation);
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defaultValue = Helpers.TERotationShort(DefaultTexture.Rotation);
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if (value != defaultValue)
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{
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if (Rotations.ContainsKey(value))
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Rotations[value] |= (uint)(1 << (int)face.Key);
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else
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Rotations[value] = (uint)(1 << (int)face.Key);
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}
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if (face.Value.material != DefaultTexture.material)
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{
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if (Flag1s.ContainsKey(face.Value.material))
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Flag1s[face.Value.material] |= (uint)(1 << (int)face.Key);
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else
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Flag1s[face.Value.material] = (uint)(1 << (int)face.Key);
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}
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if (face.Value.media != DefaultTexture.media)
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{
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if (Flag2s.ContainsKey(face.Value.media))
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Flag2s[face.Value.media] |= (uint)(1 << (int)face.Key);
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else
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Flag2s[face.Value.media] = (uint)(1 << (int)face.Key);
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}
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}
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binWriter.Write(DefaultTexture.TextureID.Data);
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foreach (KeyValuePair<LLUUID, uint> kv in TextureIDs)
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{
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binWriter.Write(GetFaceBitfieldBytes(kv.Value));
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binWriter.Write(kv.Key.Data);
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}
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binWriter.Write((byte)0);
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binWriter.Write(DefaultTexture.RGBA);
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foreach (KeyValuePair<uint, uint> kv in RGBAs)
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{
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binWriter.Write(GetFaceBitfieldBytes(kv.Value));
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binWriter.Write(kv.Key);
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}
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binWriter.Write((byte)0);
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binWriter.Write(DefaultTexture.RepeatU);
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foreach (KeyValuePair<float, uint> kv in RepeatUs)
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{
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binWriter.Write(GetFaceBitfieldBytes(kv.Value));
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binWriter.Write(kv.Key);
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}
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binWriter.Write((byte)0);
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binWriter.Write(DefaultTexture.RepeatV);
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foreach (KeyValuePair<float, uint> kv in RepeatVs)
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{
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binWriter.Write(GetFaceBitfieldBytes(kv.Value));
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binWriter.Write(kv.Key);
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}
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binWriter.Write((byte)0);
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binWriter.Write(Helpers.TEOffsetShort(DefaultTexture.OffsetU));
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foreach (KeyValuePair<short, uint> kv in OffsetUs)
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{
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binWriter.Write(GetFaceBitfieldBytes(kv.Value));
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binWriter.Write(kv.Key);
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}
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binWriter.Write((byte)0);
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binWriter.Write(Helpers.TEOffsetShort(DefaultTexture.OffsetV));
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foreach (KeyValuePair<short, uint> kv in OffsetVs)
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{
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binWriter.Write(GetFaceBitfieldBytes(kv.Value));
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binWriter.Write(kv.Key);
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}
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binWriter.Write((byte)0);
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binWriter.Write(Helpers.TERotationShort(DefaultTexture.Rotation));
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foreach (KeyValuePair<short, uint> kv in Rotations)
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{
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binWriter.Write(GetFaceBitfieldBytes(kv.Value));
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binWriter.Write(kv.Key);
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}
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binWriter.Write((byte)0);
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binWriter.Write(DefaultTexture.material);
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foreach (KeyValuePair<byte, uint> kv in Flag1s)
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{
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binWriter.Write(GetFaceBitfieldBytes(kv.Value));
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binWriter.Write(kv.Key);
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}
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binWriter.Write((byte)0);
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binWriter.Write(DefaultTexture.media);
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foreach (KeyValuePair<byte, uint> kv in Flag2s)
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{
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binWriter.Write(GetFaceBitfieldBytes(kv.Value));
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binWriter.Write(kv.Key);
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}
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return memStream.ToArray();
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}
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public override string ToString()
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{
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string output = String.Empty;
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output += "Default Face: " + DefaultTexture.ToString() + Environment.NewLine;
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foreach (KeyValuePair<uint, TextureEntryFace> face in FaceTextures)
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{
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output += "Face " + face.Key + ": " + face.Value.ToString() + Environment.NewLine;
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}
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return output;
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}
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private byte[] GetFaceBitfieldBytes(uint bitfield)
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{
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int byteLength = 0;
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uint tmpBitfield = bitfield;
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while (tmpBitfield != 0)
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{
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tmpBitfield >>= 7;
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byteLength++;
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}
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if (byteLength == 0)
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return new byte[1] { 0 };
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byte[] bytes = new byte[byteLength];
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for (int i = 0; i < byteLength; i++)
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{
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bytes[i] = (byte)((bitfield >> (7 * (byteLength - i - 1))) & 0x7F);
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if (i < byteLength - 1)
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bytes[i] |= 0x80;
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}
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return bytes;
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}
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private bool ReadFaceBitfield(byte[] data, ref int pos, ref uint faceBits, ref uint bitfieldSize)
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{
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faceBits = 0;
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bitfieldSize = 0;
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if (pos >= data.Length)
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return false;
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byte b = 0;
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do
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{
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b = data[pos];
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faceBits = (faceBits << 7) | (uint)(b & 0x7F);
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bitfieldSize += 7;
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pos++;
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}
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while ((b & 0x80) != 0);
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return (faceBits != 0);
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}
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private void FromBytes(byte[] data, int pos, int length)
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{
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FaceTextures = new SerializableDictionary<uint, TextureEntryFace>();
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DefaultTexture = new TextureEntryFace(null);
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if (length <= 0)
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return; // No TextureEntry to process
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uint BitfieldSize = 0;
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uint faceBits = 0;
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int i = pos;
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//Read TextureID ---------------------------------------
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DefaultTexture.TextureID = new LLUUID(data, i);
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i += 16;
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while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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LLUUID tmpUUID = new LLUUID(data, i);
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i += 16;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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CreateFace(face).TextureID = tmpUUID;
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}
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//Read RGBA --------------------------------------------
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DefaultTexture.RGBA = (uint)(data[i] + (data[i + 1] << 8) + (data[i + 2] << 16) + (data[i + 3] << 24));
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i += 4;
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while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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uint tmpUint = (uint)(data[i] + (data[i + 1] << 8) + (data[i + 2] << 16) + (data[i + 3] << 24));
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i += 4;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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CreateFace(face).RGBA = tmpUint;
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}
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//Read RepeatU -----------------------------------------
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DefaultTexture.RepeatU = Helpers.BytesToFloat(data, i);
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i += 4;
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while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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float tmpFloat = Helpers.BytesToFloat(data, i);
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i += 4;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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CreateFace(face).RepeatU = tmpFloat;
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}
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//Read RepeatV -----------------------------------------
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DefaultTexture.RepeatV = Helpers.BytesToFloat(data, i);
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i += 4;
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while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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float tmpFloat = Helpers.BytesToFloat(data, i);
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i += 4;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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CreateFace(face).RepeatV = tmpFloat;
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}
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//Read OffsetU -----------------------------------------
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DefaultTexture.OffsetU = Helpers.TEOffsetFloat(data, i);
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i += 2;
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while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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float tmpFloat = Helpers.TEOffsetFloat(data, i);
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i += 2;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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CreateFace(face).OffsetU = tmpFloat;
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}
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//Read OffsetV -----------------------------------------
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DefaultTexture.OffsetV = Helpers.TEOffsetFloat(data, i);
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i += 2;
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while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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float tmpFloat = Helpers.TEOffsetFloat(data, i);
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i += 2;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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CreateFace(face).OffsetV = tmpFloat;
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}
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//Read Rotation ----------------------------------------
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DefaultTexture.Rotation = Helpers.TERotationFloat(data, i);
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i += 2;
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while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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float tmpFloat = Helpers.TERotationFloat(data, i);
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i += 2;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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CreateFace(face).Rotation = tmpFloat;
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}
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//Read Material Flags ------------------------------------------
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DefaultTexture.material = data[i];
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i++;
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while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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byte tmpByte = data[i];
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i++;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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CreateFace(face).material = tmpByte;
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}
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//Read Media Flags ------------------------------------------
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DefaultTexture.media = data[i];
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i++;
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while (i - pos < length && ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
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{
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byte tmpByte = data[i];
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i++;
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for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
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if ((faceBits & bit) != 0)
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CreateFace(face).media = tmpByte;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// A single textured face. Don't instantiate this class yourself, use the
|
|
/// methods in TextureEntry
|
|
/// </summary>
|
|
[Serializable]
|
|
public class TextureEntryFace
|
|
{
|
|
// +----------+ S = Shiny
|
|
// | SSFBBBBB | F = Fullbright
|
|
// | 76543210 | B = Bumpmap
|
|
// +----------+
|
|
private const byte BUMP_MASK = 0x1F;
|
|
private const byte FULLBRIGHT_MASK = 0x20;
|
|
private const byte SHINY_MASK = 0xC0;
|
|
// +----------+ M = Media Flags (web page)
|
|
// | .....TTM | T = Texture Mapping
|
|
// | 76543210 | . = Unused
|
|
// +----------+
|
|
private const byte MEDIA_MASK = 0x01;
|
|
private const byte TEX_MAP_MASK = 0x06;
|
|
|
|
private uint rgba;
|
|
private float repeatU = 1.0f;
|
|
private float repeatV = 1.0f;
|
|
private float offsetU;
|
|
private float offsetV;
|
|
private float rotation;
|
|
private TextureAttributes hasAttribute;
|
|
private LLUUID textureID;
|
|
private TextureEntryFace DefaultTexture = null;
|
|
|
|
internal byte material;
|
|
internal byte media;
|
|
|
|
#region Properties
|
|
|
|
/// <summary></summary>
|
|
public uint RGBA
|
|
{
|
|
get
|
|
{
|
|
if ((hasAttribute & TextureAttributes.RGBA) != 0)
|
|
return rgba;
|
|
else
|
|
return DefaultTexture.rgba;
|
|
}
|
|
set
|
|
{
|
|
rgba = value;
|
|
hasAttribute |= TextureAttributes.RGBA;
|
|
}
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public float RepeatU
|
|
{
|
|
get
|
|
{
|
|
if ((hasAttribute & TextureAttributes.RepeatU) != 0)
|
|
return repeatU;
|
|
else
|
|
return DefaultTexture.repeatU;
|
|
}
|
|
set
|
|
{
|
|
repeatU = value;
|
|
hasAttribute |= TextureAttributes.RepeatU;
|
|
}
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public float RepeatV
|
|
{
|
|
get
|
|
{
|
|
if ((hasAttribute & TextureAttributes.RepeatV) != 0)
|
|
return repeatV;
|
|
else
|
|
return DefaultTexture.repeatV;
|
|
}
|
|
set
|
|
{
|
|
repeatV = value;
|
|
hasAttribute |= TextureAttributes.RepeatV;
|
|
}
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public float OffsetU
|
|
{
|
|
get
|
|
{
|
|
if ((hasAttribute & TextureAttributes.OffsetU) != 0)
|
|
return offsetU;
|
|
else
|
|
return DefaultTexture.offsetU;
|
|
}
|
|
set
|
|
{
|
|
offsetU = value;
|
|
hasAttribute |= TextureAttributes.OffsetU;
|
|
}
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public float OffsetV
|
|
{
|
|
get
|
|
{
|
|
if ((hasAttribute & TextureAttributes.OffsetV) != 0)
|
|
return offsetV;
|
|
else
|
|
return DefaultTexture.offsetV;
|
|
}
|
|
set
|
|
{
|
|
offsetV = value;
|
|
hasAttribute |= TextureAttributes.OffsetV;
|
|
}
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public float Rotation
|
|
{
|
|
get
|
|
{
|
|
if ((hasAttribute & TextureAttributes.Rotation) != 0)
|
|
return rotation;
|
|
else
|
|
return DefaultTexture.rotation;
|
|
}
|
|
set
|
|
{
|
|
rotation = value;
|
|
hasAttribute |= TextureAttributes.Rotation;
|
|
}
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public Bumpiness Bump
|
|
{
|
|
get
|
|
{
|
|
if ((hasAttribute & TextureAttributes.Material) != 0)
|
|
return (Bumpiness)(material & BUMP_MASK);
|
|
else
|
|
return DefaultTexture.Bump;
|
|
}
|
|
set
|
|
{
|
|
// Clear out the old material value
|
|
material &= 0xE0;
|
|
// Put the new bump value in the material byte
|
|
material |= (byte)value;
|
|
hasAttribute |= TextureAttributes.Material;
|
|
}
|
|
}
|
|
|
|
public Shininess Shiny
|
|
{
|
|
get
|
|
{
|
|
if ((hasAttribute & TextureAttributes.Material) != 0)
|
|
return (Shininess)(material & SHINY_MASK);
|
|
else
|
|
return DefaultTexture.Shiny;
|
|
}
|
|
set
|
|
{
|
|
// Clear out the old shiny value
|
|
material &= 0x3F;
|
|
// Put the new shiny value in the material byte
|
|
material |= (byte)value;
|
|
hasAttribute |= TextureAttributes.Material;
|
|
}
|
|
}
|
|
|
|
public bool Fullbright
|
|
{
|
|
get
|
|
{
|
|
if ((hasAttribute & TextureAttributes.Material) != 0)
|
|
return (material & FULLBRIGHT_MASK) != 0;
|
|
else
|
|
return DefaultTexture.Fullbright;
|
|
}
|
|
set
|
|
{
|
|
// Clear out the old fullbright value
|
|
material &= 0xDF;
|
|
if (value)
|
|
{
|
|
material |= 0x20;
|
|
hasAttribute |= TextureAttributes.Material;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>In the future this will specify whether a webpage is
|
|
/// attached to this face</summary>
|
|
public bool MediaFlags
|
|
{
|
|
get
|
|
{
|
|
if ((hasAttribute & TextureAttributes.Media) != 0)
|
|
return (media & MEDIA_MASK) != 0;
|
|
else
|
|
return DefaultTexture.MediaFlags;
|
|
}
|
|
set
|
|
{
|
|
// Clear out the old mediaflags value
|
|
media &= 0xFE;
|
|
if (value)
|
|
{
|
|
media |= 0x01;
|
|
hasAttribute |= TextureAttributes.Media;
|
|
}
|
|
}
|
|
}
|
|
|
|
public Mapping TexMapType
|
|
{
|
|
get
|
|
{
|
|
if ((hasAttribute & TextureAttributes.Media) != 0)
|
|
return (Mapping)(media & TEX_MAP_MASK);
|
|
else
|
|
return DefaultTexture.TexMapType;
|
|
}
|
|
set
|
|
{
|
|
// Clear out the old texmap value
|
|
media &= 0xF9;
|
|
// Put the new texmap value in the media byte
|
|
media |= (byte)value;
|
|
hasAttribute |= TextureAttributes.Media;
|
|
}
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public LLUUID TextureID
|
|
{
|
|
get
|
|
{
|
|
if ((hasAttribute & TextureAttributes.TextureID) != 0)
|
|
return textureID;
|
|
else
|
|
return DefaultTexture.textureID;
|
|
}
|
|
set
|
|
{
|
|
textureID = value;
|
|
hasAttribute |= TextureAttributes.TextureID;
|
|
}
|
|
}
|
|
|
|
#endregion Properties
|
|
|
|
/// <summary>
|
|
/// Contains the definition for individual faces
|
|
/// </summary>
|
|
/// <param name="defaultTexture"></param>
|
|
public TextureEntryFace(TextureEntryFace defaultTexture)
|
|
{
|
|
DefaultTexture = defaultTexture;
|
|
if (DefaultTexture == null)
|
|
hasAttribute = TextureAttributes.All;
|
|
else
|
|
hasAttribute = TextureAttributes.None;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public override string ToString()
|
|
{
|
|
return String.Format("RGBA: {0} RepeatU: {1} RepeatV: {2} OffsetU: {3} OffsetV: {4} Rotation: {5} " +
|
|
"TextureAttributes: {6} Material: {7} Media: {8} ID: {9}", rgba, repeatU, repeatV, offsetU,
|
|
offsetV, rotation, hasAttribute.ToString(), material, media, textureID.ToStringHyphenated());
|
|
}
|
|
}
|
|
}
|
|
}
|