* Fixed TestClient WearCommand (not heavily tested, subject to change) * Removed System.Speech reference from TestClient project * Textures.cs is going to eventually be replaced by TextureEntry.cs which is a lot more efficient, once it is working * Added some Helper methods to prepare for the new TextureEntry replacement * Bringing libsecondlife.Tests up to speed again * New OpenJPEGNet function for generating baked textures * Formatting cleanup in OpenJPEGNet git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1183 52acb1d6-8a22-11de-b505-999d5b087335
639 lines
24 KiB
C#
639 lines
24 KiB
C#
/*
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* Copyright (c) 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.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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#region Enumerations
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/// <summary>
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/// The type of bump-mapping applied to a face
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/// </summary>
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public enum Bumpiness : byte
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{
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/// <summary></summary>
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None = 0,
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/// <summary></summary>
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Brightness = 1,
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/// <summary></summary>
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Darkness = 2,
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/// <summary></summary>
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Woodgrain = 3,
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/// <summary></summary>
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Bark = 4,
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/// <summary></summary>
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Bricks = 5,
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/// <summary></summary>
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Checker = 6,
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/// <summary></summary>
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Concrete = 7,
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/// <summary></summary>
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Crustytile = 8,
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/// <summary></summary>
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Cutstone = 9,
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/// <summary></summary>
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Discs = 10,
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/// <summary></summary>
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Gravel = 11,
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/// <summary></summary>
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Petridish = 12,
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/// <summary></summary>
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Siding = 13,
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/// <summary></summary>
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Stonetile = 14,
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/// <summary></summary>
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Stucco = 15,
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/// <summary></summary>
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Suction = 16,
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/// <summary></summary>
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Weave = 17
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}
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/// <summary>
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/// The level of shininess applied to a face
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/// </summary>
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public enum Shininess
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{
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/// <summary></summary>
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None = 0,
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/// <summary></summary>
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Low = 0x40,
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/// <summary></summary>
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Medium = 0x80,
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/// <summary></summary>
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High = 0xC0
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}
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/// <summary>
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/// The texture mapping style used for a face
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/// </summary>
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public enum Mapping
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{
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/// <summary></summary>
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Default = 0,
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/// <summary></summary>
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Planar = 2
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}
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/// <summary>
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/// Flags in the TextureEntry block that describe which properties are
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/// set
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/// </summary>
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[Flags]
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public enum TextureAttributes : uint
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{
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/// <summary></summary>
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None = 0,
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/// <summary></summary>
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TextureID = 1 << 0,
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/// <summary></summary>
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RGBA = 1 << 1,
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/// <summary></summary>
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RepeatU = 1 << 2,
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/// <summary></summary>
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RepeatV = 1 << 3,
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/// <summary></summary>
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OffsetU = 1 << 4,
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/// <summary></summary>
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OffsetV = 1 << 5,
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/// <summary></summary>
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Rotation = 1 << 6,
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/// <summary></summary>
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Material = 1 << 7,
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/// <summary></summary>
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Media = 1 << 8,
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/// <summary></summary>
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All = 0xFFFFFFFF
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}
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#endregion Enumerations
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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 TextureEntry2
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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 TextureEntryFace[] FaceTextures;
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private const int MAX_FACES = 32;
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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 TextureEntry2()
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//{
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// DefaultTexture = null;
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// FaceTextures = new TextureEntryFace[0];
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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 TextureEntry2(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 TextureEntryFace[MAX_FACES];
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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 TextureEntry2(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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/// 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 (index >= MAX_FACES) throw new Exception(index + " is outside the range of MAX_FACES");
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if (FaceTextures[index] == null)
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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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private void FromBytes(byte[] data, int pos, int length)
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{
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if (length <= 0)
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{
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// No TextureEntry to process
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DefaultTexture = null;
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FaceTextures = new TextureEntryFace[0];
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return;
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}
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else
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{
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DefaultTexture = new TextureEntryFace(null);
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FaceTextures = new TextureEntryFace[MAX_FACES];
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}
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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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#region Texture
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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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#endregion Texture
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#region Color
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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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#endregion Color
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#region 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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#endregion RepeatU
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#region 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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#endregion RepeatV
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#region 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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#endregion OffsetU
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#region 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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#endregion OffsetV
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#region 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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#endregion Rotation
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#region Material
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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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#endregion Material
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#region Media
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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;
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}
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#endregion Media
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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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return new byte[0];
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MemoryStream memStream = new MemoryStream();
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BinaryWriter binWriter = new BinaryWriter(memStream);
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#region Bitfield Setup
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uint[] textures = new uint[FaceTextures.Length];
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InitializeArray(ref textures);
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uint[] rgbas = new uint[FaceTextures.Length];
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InitializeArray(ref rgbas);
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uint[] repeatus = new uint[FaceTextures.Length];
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InitializeArray(ref repeatus);
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uint[] repeatvs = new uint[FaceTextures.Length];
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InitializeArray(ref repeatvs);
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uint[] offsetus = new uint[FaceTextures.Length];
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InitializeArray(ref offsetus);
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uint[] offsetvs = new uint[FaceTextures.Length];
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InitializeArray(ref offsetvs);
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uint[] rotations = new uint[FaceTextures.Length];
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InitializeArray(ref rotations);
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uint[] materials = new uint[FaceTextures.Length];
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InitializeArray(ref materials);
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uint[] medias = new uint[FaceTextures.Length];
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InitializeArray(ref medias);
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for (int i = 0; i < FaceTextures.Length; i++)
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{
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if (FaceTextures[i] == null) continue;
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if (FaceTextures[i].TextureID != DefaultTexture.TextureID)
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{
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if (textures[i] == UInt32.MaxValue) textures[i] = 0;
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textures[i] |= (uint)(1 << i);
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}
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if (FaceTextures[i].RGBA != DefaultTexture.RGBA)
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{
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if (rgbas[i] == UInt32.MaxValue) rgbas[i] = 0;
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rgbas[i] |= (uint)(1 << i);
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}
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if (FaceTextures[i].RepeatU != DefaultTexture.RepeatU)
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{
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if (repeatus[i] == UInt32.MaxValue) repeatus[i] = 0;
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repeatus[i] |= (uint)(1 << i);
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}
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if (FaceTextures[i].RepeatV != DefaultTexture.RepeatV)
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{
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if (repeatvs[i] == UInt32.MaxValue) repeatvs[i] = 0;
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repeatvs[i] |= (uint)(1 << i);
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}
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if (Helpers.TEOffsetShort(FaceTextures[i].OffsetU) != Helpers.TEOffsetShort(DefaultTexture.OffsetU))
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{
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if (offsetus[i] == UInt32.MaxValue) offsetus[i] = 0;
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offsetus[i] |= (uint)(1 << i);
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}
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if (Helpers.TEOffsetShort(FaceTextures[i].OffsetV) != Helpers.TEOffsetShort(DefaultTexture.OffsetV))
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{
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if (offsetvs[i] == UInt32.MaxValue) offsetvs[i] = 0;
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offsetvs[i] |= (uint)(1 << i);
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}
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if (Helpers.TERotationShort(FaceTextures[i].Rotation) != Helpers.TERotationShort(DefaultTexture.Rotation))
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{
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if (rotations[i] == UInt32.MaxValue) rotations[i] = 0;
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rotations[i] |= (uint)(1 << i);
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}
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if (FaceTextures[i].material != DefaultTexture.material)
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{
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if (materials[i] == UInt32.MaxValue) materials[i] = 0;
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materials[i] |= (uint)(1 << i);
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}
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if (FaceTextures[i].media != DefaultTexture.media)
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{
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if (medias[i] == UInt32.MaxValue) medias[i] = 0;
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medias[i] |= (uint)(1 << i);
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}
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}
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#endregion Bitfield Setup
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#region Texture
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binWriter.Write(DefaultTexture.TextureID.GetBytes());
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for (int i = 0; i < textures.Length; i++)
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{
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if (textures[i] != UInt32.MaxValue)
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{
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binWriter.Write(GetFaceBitfieldBytes(textures[i]));
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binWriter.Write(FaceTextures[i].TextureID.GetBytes());
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}
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}
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binWriter.Write((byte)0);
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#endregion Texture
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#region Color
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binWriter.Write(DefaultTexture.RGBA);
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for (int i = 0; i < rgbas.Length; i++)
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{
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if (rgbas[i] != UInt32.MaxValue)
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{
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binWriter.Write(GetFaceBitfieldBytes(rgbas[i]));
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binWriter.Write(FaceTextures[i].RGBA);
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}
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}
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binWriter.Write((byte)0);
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#endregion Color
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#region RepeatU
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binWriter.Write(DefaultTexture.RepeatU);
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for (int i = 0; i < repeatus.Length; i++)
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{
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if (repeatus[i] != UInt32.MaxValue)
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{
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binWriter.Write(GetFaceBitfieldBytes(repeatus[i]));
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binWriter.Write(FaceTextures[i].RepeatU);
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}
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}
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binWriter.Write((byte)0);
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#endregion RepeatU
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#region RepeatV
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binWriter.Write(DefaultTexture.RepeatV);
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for (int i = 0; i < repeatvs.Length; i++)
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{
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if (repeatvs[i] != UInt32.MaxValue)
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{
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binWriter.Write(GetFaceBitfieldBytes(repeatvs[i]));
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binWriter.Write(FaceTextures[i].RepeatV);
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}
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}
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binWriter.Write((byte)0);
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#endregion RepeatV
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#region OffsetU
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binWriter.Write(Helpers.TEOffsetShort(DefaultTexture.OffsetU));
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for (int i = 0; i < offsetus.Length; i++)
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{
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if (offsetus[i] != UInt32.MaxValue)
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{
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binWriter.Write(GetFaceBitfieldBytes(offsetus[i]));
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binWriter.Write(Helpers.TEOffsetShort(FaceTextures[i].OffsetU));
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}
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}
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binWriter.Write((byte)0);
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#endregion OffsetU
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#region OffsetV
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binWriter.Write(Helpers.TEOffsetShort(DefaultTexture.OffsetV));
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for (int i = 0; i < offsetvs.Length; i++)
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{
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if (offsetvs[i] != UInt32.MaxValue)
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{
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binWriter.Write(GetFaceBitfieldBytes(offsetvs[i]));
|
|
binWriter.Write(Helpers.TEOffsetShort(FaceTextures[i].OffsetV));
|
|
}
|
|
}
|
|
binWriter.Write((byte)0);
|
|
#endregion OffsetV
|
|
|
|
#region Rotation
|
|
binWriter.Write(Helpers.TERotationShort(DefaultTexture.Rotation));
|
|
for (int i = 0; i < rotations.Length; i++)
|
|
{
|
|
if (rotations[i] != UInt32.MaxValue)
|
|
{
|
|
binWriter.Write(GetFaceBitfieldBytes(rotations[i]));
|
|
binWriter.Write(Helpers.TERotationShort(FaceTextures[i].Rotation));
|
|
}
|
|
}
|
|
binWriter.Write((byte)0);
|
|
#endregion Rotation
|
|
|
|
#region Material
|
|
binWriter.Write(DefaultTexture.material);
|
|
for (int i = 0; i < materials.Length; i++)
|
|
{
|
|
if (materials[i] != UInt32.MaxValue)
|
|
{
|
|
binWriter.Write(GetFaceBitfieldBytes(materials[i]));
|
|
binWriter.Write(FaceTextures[i].material);
|
|
}
|
|
}
|
|
binWriter.Write((byte)0);
|
|
#endregion Material
|
|
|
|
#region Media
|
|
binWriter.Write(DefaultTexture.media);
|
|
for (int i = 0; i < medias.Length; i++)
|
|
{
|
|
if (medias[i] != UInt32.MaxValue)
|
|
{
|
|
binWriter.Write(GetFaceBitfieldBytes(medias[i]));
|
|
binWriter.Write(FaceTextures[i].media);
|
|
}
|
|
}
|
|
#endregion Media
|
|
|
|
return memStream.ToArray();
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public override string ToString()
|
|
{
|
|
string output = String.Empty;
|
|
|
|
output += "Default Face: " + DefaultTexture.ToString() + Environment.NewLine;
|
|
|
|
for (int i = 0; i < FaceTextures.Length; i++)
|
|
{
|
|
if (FaceTextures[i] != null)
|
|
output += "Face " + i + ": " + FaceTextures[i].ToString() + Environment.NewLine;
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
private void InitializeArray(ref uint[] array)
|
|
{
|
|
for (int i = 0; i < array.Length; i++)
|
|
array[i] = UInt32.MaxValue;
|
|
}
|
|
|
|
private bool ReadFaceBitfield(byte[] data, ref int pos, ref uint faceBits, ref uint bitfieldSize)
|
|
{
|
|
faceBits = 0;
|
|
bitfieldSize = 0;
|
|
|
|
if (pos >= data.Length)
|
|
return false;
|
|
|
|
byte b = 0;
|
|
do
|
|
{
|
|
b = data[pos];
|
|
faceBits = (faceBits << 7) | (uint)(b & 0x7F);
|
|
bitfieldSize += 7;
|
|
pos++;
|
|
}
|
|
while ((b & 0x80) != 0);
|
|
|
|
return (faceBits != 0);
|
|
}
|
|
|
|
private byte[] GetFaceBitfieldBytes(uint bitfield)
|
|
{
|
|
int byteLength = 0;
|
|
uint tmpBitfield = bitfield;
|
|
while (tmpBitfield != 0)
|
|
{
|
|
tmpBitfield >>= 7;
|
|
byteLength++;
|
|
}
|
|
|
|
if (byteLength == 0)
|
|
return new byte[1] { 0 };
|
|
|
|
byte[] bytes = new byte[byteLength];
|
|
for (int i = 0; i < byteLength; i++)
|
|
{
|
|
bytes[i] = (byte)((bitfield >> (7 * (byteLength - i - 1))) & 0x7F);
|
|
if (i < byteLength - 1)
|
|
bytes[i] |= 0x80;
|
|
}
|
|
return bytes;
|
|
}
|
|
}
|
|
}
|
|
}
|