* Added another unknown field in CompressedUpdateHandler. * Reorganized some code in Textures.cs and CompressedUpdateHandler. CompressedUpdateHandler now dumps data blocks that it fails to decode for easier debugging. git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@457 52acb1d6-8a22-11de-b505-999d5b087335
553 lines
17 KiB
C#
553 lines
17 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 System.Collections.Generic;
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using System.Text;
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namespace libsecondlife
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{
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/// <summary>
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///
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/// </summary>
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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 Dictionary<uint, TextureEntryFace> FaceTextures;
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/// <summary>
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///
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/// </summary>
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public TextureEntry()
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{
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FaceTextures = new Dictionary<uint, TextureEntryFace>();
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DefaultTexture = new TextureEntryFace(null);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="data"></param>
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/// <param name="pos"></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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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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///
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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public TextureEntryFace SetFace(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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byte[] bytes = new byte[0];
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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 float DequantizeSigned(byte[] byteArray, int pos, float upper)
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{
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short value = (short)(byteArray[pos] | (byteArray[pos + 1] << 8));
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float QV = (float)value;
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float QF = upper / 32767.0F;
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return (float)(QV * QF);
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}
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private float RepeatFloat(byte[] data, int pos)
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{
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return DequantizeSigned(data, pos, 101.0F) + 1.0F;
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}
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private float OffsetFloat(byte[] data, int pos)
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{
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return DequantizeSigned(data, pos, 1.0F);
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}
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private float RotationFloat(byte[] data, int pos)
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{
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return DequantizeSigned(data, pos, 359.995F);
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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 Dictionary<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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SetFace(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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SetFace(face).RGBA = tmpUint;
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}
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//Read RepeatU -----------------------------------------
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DefaultTexture.RepeatU = RepeatFloat(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 = RepeatFloat(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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SetFace(face).RepeatU = tmpFloat;
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}
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//Read RepeatV -----------------------------------------
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DefaultTexture.RepeatV = RepeatFloat(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 = RepeatFloat(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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SetFace(face).RepeatV = tmpFloat;
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}
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//Read OffsetU -----------------------------------------
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DefaultTexture.OffsetU = OffsetFloat(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 = OffsetFloat(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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SetFace(face).OffsetU = tmpFloat;
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}
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//Read OffsetV -----------------------------------------
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DefaultTexture.OffsetV = OffsetFloat(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 = OffsetFloat(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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SetFace(face).OffsetV = tmpFloat;
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}
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//Read Rotation ----------------------------------------
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DefaultTexture.Rotation = RotationFloat(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 = RotationFloat(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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SetFace(face).Rotation = tmpFloat;
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}
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//Read Flags1 ------------------------------------------
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DefaultTexture.Flags1 = 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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SetFace(face).Flags1 = tmpByte;
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}
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//Read Flags2 ------------------------------------------
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DefaultTexture.Flags2 = 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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SetFace(face).Flags2 = tmpByte;
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}
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}
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}
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/// <summary>
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///
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/// </summary>
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public class TextureEntryFace
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{
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[Flags]
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public enum TextureAttributes : uint
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{
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None = 0,
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TextureID = 1 << 0,
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RGBA = 1 << 1,
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RepeatU = 1 << 2,
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RepeatV = 1 << 3,
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OffsetU = 1 << 4,
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OffsetV = 1 << 5,
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Rotation = 1 << 6,
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Flags1 = 1 << 7,
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Flags2 = 1 << 8,
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All = 0xFFFFFFFF
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="defaultTexture"></param>
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public TextureEntryFace(TextureEntryFace defaultTexture)
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{
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DefaultTexture = defaultTexture;
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if (DefaultTexture == null)
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hasAttribute = TextureAttributes.All;
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else
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hasAttribute = TextureAttributes.None;
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}
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/// <summary>
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///
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/// </summary>
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public LLUUID TextureID
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{
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get
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{
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if ((hasAttribute & TextureAttributes.TextureID) != 0)
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return _TextureID;
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else
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return DefaultTexture._TextureID;
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}
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set
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{
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_TextureID = value;
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hasAttribute |= TextureAttributes.TextureID;
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}
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}
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/// <summary>
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///
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/// </summary>
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public uint RGBA
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{
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get
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{
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if ((hasAttribute & TextureAttributes.RGBA) != 0)
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return _RGBA;
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else
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return DefaultTexture._RGBA;
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}
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set
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{
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_RGBA = value;
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hasAttribute |= TextureAttributes.RGBA;
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}
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}
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/// <summary>
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///
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/// </summary>
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public float RepeatU
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{
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get
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{
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if ((hasAttribute & TextureAttributes.RepeatU) != 0)
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return _RepeatU;
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else
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return DefaultTexture._RepeatU;
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}
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set
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{
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_RepeatU = value;
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hasAttribute |= TextureAttributes.RepeatU;
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}
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}
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/// <summary>
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///
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/// </summary>
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public float RepeatV
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{
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get
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{
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if ((hasAttribute & TextureAttributes.RepeatV) != 0)
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return _RepeatV;
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else
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return DefaultTexture._RepeatV;
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}
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set
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{
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_RepeatV = value;
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hasAttribute |= TextureAttributes.RepeatV;
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}
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}
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/// <summary>
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///
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/// </summary>
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public float OffsetU
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{
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get
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{
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if ((hasAttribute & TextureAttributes.OffsetU) != 0)
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return _OffsetU;
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else
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return DefaultTexture._OffsetU;
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}
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set
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{
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_OffsetU = value;
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hasAttribute |= TextureAttributes.OffsetU;
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}
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}
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/// <summary>
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///
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/// </summary>
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public float OffsetV
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{
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get
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{
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if ((hasAttribute & TextureAttributes.OffsetV) != 0)
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return _OffsetV;
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else
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return DefaultTexture._OffsetV;
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}
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set
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{
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_OffsetV = value;
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hasAttribute |= TextureAttributes.OffsetV;
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}
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}
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/// <summary>
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///
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/// </summary>
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public float Rotation
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{
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get
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{
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if ((hasAttribute & TextureAttributes.Rotation) != 0)
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return _Rotation;
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else
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return DefaultTexture._Rotation;
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}
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set
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{
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_Rotation = value;
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hasAttribute |= TextureAttributes.Rotation;
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}
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}
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/// <summary>
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///
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/// </summary>
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public byte Flags1
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{
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get
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{
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if ((hasAttribute & TextureAttributes.Flags1) != 0)
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return _Flags1;
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else
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return DefaultTexture._Flags1;
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}
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set
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{
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_Flags1 = value;
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hasAttribute |= TextureAttributes.Flags1;
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}
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}
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/// <summary>
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///
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/// </summary>
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public byte Flags2
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{
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get
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{
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if ((hasAttribute & TextureAttributes.Flags2) != 0)
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return _Flags2;
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else
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return DefaultTexture._Flags2;
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}
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set
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{
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_Flags2 = value;
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hasAttribute |= TextureAttributes.Flags2;
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}
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}
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private TextureAttributes hasAttribute;
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private TextureEntryFace DefaultTexture;
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private LLUUID _TextureID;
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private uint _RGBA;
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private float _RepeatU;
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private float _RepeatV;
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private float _OffsetU;
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private float _OffsetV;
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private float _Rotation;
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private byte _Flags1;
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private byte _Flags2;
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}
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/// <summary>
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///
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/// </summary>
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public class TextureAnimation
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{
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/// <summary></summary>
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public uint Flags;
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/// <summary></summary>
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public uint Face;
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/// <summary></summary>
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public uint SizeX;
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/// <summary></summary>
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public uint SizeY;
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/// <summary></summary>
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public float Start;
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/// <summary></summary>
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public float Length;
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/// <summary></summary>
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public float Rate;
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/// <summary>
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///
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/// </summary>
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/// <param name="data"></param>
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/// <param name="pos"></param>
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public TextureAnimation(byte[] data, int pos)
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{
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FromBytes(data, pos);
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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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byte[] bytes = new byte[0];
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return bytes;
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}
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private void FromBytes(byte[] data, int pos)
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{
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int i = pos;
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if (data.Length == 0)
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return;
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Flags = (uint)data[i++];
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Face = (uint)data[i++];
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SizeX = (uint)data[i++];
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SizeY = (uint)data[i++];
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if (!BitConverter.IsLittleEndian)
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{
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Array.Reverse(data, i, 4);
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Array.Reverse(data, i + 4, 4);
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Array.Reverse(data, i + 8, 4);
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}
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Start = BitConverter.ToSingle(data, i);
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Length = BitConverter.ToSingle(data, i + 4);
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Rate = BitConverter.ToSingle(data, i + 8);
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}
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}
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}
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