Files
libremetaverse/libsecondlife-cs/Textures.cs
John Hurliman 8806e9174c Implemented NameValue parsing
git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@938 52acb1d6-8a22-11de-b505-999d5b087335
2007-02-01 18:29:40 +00:00

982 lines
36 KiB
C#

/*
* Copyright (c) 2006, Second Life Reverse Engineering Team
* All rights reserved.
*
* - Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* - Neither the name of the Second Life Reverse Engineering Team nor the names
* of its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
using System.ComponentModel;
using System.IO;
namespace libsecondlife
{
public abstract partial class LLObject
{
#region Enumerations
/// <summary>
/// The type of bump-mapping applied to a face
/// </summary>
public enum Bumpiness
{
/// <summary></summary>
[XmlEnum("None")]
None = 0,
/// <summary></summary>
[XmlEnum("Brightness")]
Brightness = 1,
/// <summary></summary>
[XmlEnum("Darkness")]
Darkness = 2,
/// <summary></summary>
[XmlEnum("Woodgrain")]
Woodgrain = 3,
/// <summary></summary>
[XmlEnum("Bark")]
Bark = 4,
/// <summary></summary>
[XmlEnum("Bricks")]
Bricks = 5,
/// <summary></summary>
[XmlEnum("Checker")]
Checker = 6,
/// <summary></summary>
[XmlEnum("Concrete")]
Concrete = 7,
/// <summary></summary>
[XmlEnum("Crustytile")]
Crustytile = 8,
/// <summary></summary>
[XmlEnum("Cutstone")]
Cutstone = 9,
/// <summary></summary>
[XmlEnum("Discs")]
Discs = 10,
/// <summary></summary>
[XmlEnum("Gravel")]
Gravel = 11,
/// <summary></summary>
[XmlEnum("Petridish")]
Petridish = 12,
/// <summary></summary>
[XmlEnum("Siding")]
Siding = 13,
/// <summary></summary>
[XmlEnum("Stonetile")]
Stonetile = 14,
/// <summary></summary>
[XmlEnum("Stucco")]
Stucco = 15,
/// <summary></summary>
[XmlEnum("Suction")]
Suction = 16,
/// <summary></summary>
[XmlEnum("Weave")]
Weave = 17
}
/// <summary>
/// The level of shininess applied to a face
/// </summary>
public enum Shininess
{
/// <summary></summary>
[XmlEnum("None")]
None = 0,
/// <summary></summary>
[XmlEnum("Low")]
Low = 0x40,
/// <summary></summary>
[XmlEnum("Medium")]
Medium = 0x80,
/// <summary></summary>
[XmlEnum("High")]
High = 0xC0
}
/// <summary>
/// The texture mapping style used for a face
/// </summary>
public enum Mapping
{
/// <summary></summary>
[XmlEnum("Default")]
Default = 0,
/// <summary></summary>
[XmlEnum("Planar")]
Planar = 2
}
/// <summary>
/// Flags in the TextureEntry block that describe which properties are
/// set
/// </summary>
[Flags]
public enum TextureAttributes : uint
{
/// <summary></summary>
None = 0,
/// <summary></summary>
TextureID = 1 << 0,
/// <summary></summary>
RGBA = 1 << 1,
/// <summary></summary>
RepeatU = 1 << 2,
/// <summary></summary>
RepeatV = 1 << 3,
/// <summary></summary>
OffsetU = 1 << 4,
/// <summary></summary>
OffsetV = 1 << 5,
/// <summary></summary>
Rotation = 1 << 6,
/// <summary></summary>
Flags1 = 1 << 7,
/// <summary></summary>
Flags2 = 1 << 8,
/// <summary></summary>
All = 0xFFFFFFFF
}
#endregion Enumerations
/// <summary>
/// Represents all of the texturable faces for an object
/// </summary>
/// <remarks>Objects in Second Life have infinite faces, with each face
/// using the properties of the default face unless set otherwise. So if
/// you have a TextureEntry with a default texture uuid of X, and face 72
/// has a texture UUID of Y, every face would be textured with X except for
/// face 72 that uses Y. In practice however, primitives utilize a maximum
/// of nine faces and avatars utilize</remarks>
[Serializable]
public class TextureEntry
{
/// <summary></summary>
[XmlElement("default")]
public TextureEntryFace DefaultTexture = null;
/// <summary></summary>
[XmlElement("faces")]
public SerializableDictionary<uint, TextureEntryFace> FaceTextures = new SerializableDictionary<uint, TextureEntryFace>();
/// <summary>
/// Default constructor, DefaultTexture will remain null
/// </summary>
public TextureEntry()
{
}
/// <summary>
/// Constructor that takes a default texture UUID
/// </summary>
/// <param name="defaultTextureID">Texture UUID to use as the default texture</param>
public TextureEntry(LLUUID defaultTextureID)
{
DefaultTexture = new TextureEntryFace(null);
DefaultTexture.TextureID = defaultTextureID;
}
/// <summary>
/// Constructor that creates the TextureEntry class from a byte array
/// </summary>
/// <param name="data">Byte array containing the TextureEntry field</param>
/// <param name="pos">Starting position of the TextureEntry field in
/// the byte array</param>
/// <param name="length">Length of the TextureEntry field, in bytes</param>
public TextureEntry(byte[] data, int pos, int length)
{
FromBytes(data, pos, length);
}
/// <summary>
/// Returns the TextureEntryFace that is applied to the specified
/// index. If a custom texture is not set for this face that would be
/// the default texture for this TextureEntry. Do not modify the
/// returned TextureEntryFace, it will have undefined results. Use
/// CreateFace() to get a TextureEntryFace that is safe for writing
/// </summary>
/// <param name="index">The index number of the face to retrieve</param>
/// <returns>A TextureEntryFace containing all the properties for that
/// face, suitable for read-only operations</returns>
public TextureEntryFace GetFace(uint index)
{
if (FaceTextures.ContainsKey(index))
return FaceTextures[index];
else
return DefaultTexture;
}
/// <summary>
/// Check whether a custom face is defined for a particular index
/// </summary>
/// <param name="index">The index to check whether a custom face is
/// defined for</param>
/// <returns>True if this face has it's own TextureEntryFace, otherwise
/// false</returns>
public bool FaceExists(uint index)
{
return FaceTextures.ContainsKey(index);
}
/// <summary>
/// This will either create a new face if a custom face for the given
/// index is not defined, or return the custom face for that index if
/// it already exists
/// </summary>
/// <param name="index">The index number of the face to create or
/// retrieve</param>
/// <returns>A TextureEntryFace containing all the properties for that
/// face</returns>
public TextureEntryFace CreateFace(uint index)
{
if (!FaceTextures.ContainsKey(index))
FaceTextures[index] = new TextureEntryFace(this.DefaultTexture);
return FaceTextures[index];
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public byte[] ToBytes()
{
if (DefaultTexture == null)
{
return new byte[0];
}
MemoryStream memStream = new MemoryStream();
BinaryWriter binWriter = new BinaryWriter(memStream);
Dictionary<LLUUID, uint> TextureIDs = new Dictionary<LLUUID, uint>();
Dictionary<uint, uint> RGBAs = new Dictionary<uint, uint>();
Dictionary<short, uint> RepeatUs = new Dictionary<short, uint>();
Dictionary<short, uint> RepeatVs = new Dictionary<short, uint>();
Dictionary<short, uint> OffsetUs = new Dictionary<short, uint>();
Dictionary<short, uint> OffsetVs = new Dictionary<short, uint>();
Dictionary<short, uint> Rotations = new Dictionary<short, uint>();
Dictionary<byte, uint> Flag1s = new Dictionary<byte, uint>();
Dictionary<byte, uint> Flag2s = new Dictionary<byte, uint>();
foreach (KeyValuePair<uint, TextureEntryFace> face in FaceTextures)
{
if (face.Value.TextureID != DefaultTexture.TextureID)
{
if (TextureIDs.ContainsKey(face.Value.TextureID))
TextureIDs[face.Value.TextureID] |= (uint)(1 << (int)face.Key);
else
TextureIDs[face.Value.TextureID] = (uint)(1 << (int)face.Key);
}
if (face.Value.RGBA != DefaultTexture.RGBA)
{
if (RGBAs.ContainsKey(face.Value.RGBA))
RGBAs[face.Value.RGBA] |= (uint)(1 << (int)face.Key);
else
RGBAs[face.Value.RGBA] = (uint)(1 << (int)face.Key);
}
short value;
short defaultValue;
value = RepeatShort(face.Value.RepeatU);
defaultValue = RepeatShort(DefaultTexture.RepeatU);
if (value != defaultValue)
{
if (RepeatUs.ContainsKey(value))
RepeatUs[value] |= (uint)(1 << (int)face.Key);
else
RepeatUs[value] = (uint)(1 << (int)face.Key);
}
value = RepeatShort(face.Value.RepeatV);
defaultValue = RepeatShort(DefaultTexture.RepeatV);
if (value != defaultValue)
{
if (RepeatVs.ContainsKey(value))
RepeatVs[value] |= (uint)(1 << (int)face.Key);
else
RepeatVs[value] = (uint)(1 << (int)face.Key);
}
value = OffsetShort(face.Value.OffsetU);
defaultValue = OffsetShort(DefaultTexture.OffsetU);
if (value != defaultValue)
{
if (OffsetUs.ContainsKey(value))
OffsetUs[value] |= (uint)(1 << (int)face.Key);
else
OffsetUs[value] = (uint)(1 << (int)face.Key);
}
value = OffsetShort(face.Value.OffsetV);
defaultValue = OffsetShort(DefaultTexture.OffsetV);
if (value != defaultValue)
{
if (OffsetVs.ContainsKey(value))
OffsetVs[value] |= (uint)(1 << (int)face.Key);
else
OffsetVs[value] = (uint)(1 << (int)face.Key);
}
value = RotationShort(face.Value.Rotation);
defaultValue = RotationShort(DefaultTexture.Rotation);
if (value != defaultValue)
{
if (Rotations.ContainsKey(value))
Rotations[value] |= (uint)(1 << (int)face.Key);
else
Rotations[value] = (uint)(1 << (int)face.Key);
}
if (face.Value.Flags1 != DefaultTexture.Flags1)
{
if (Flag1s.ContainsKey(face.Value.Flags1))
Flag1s[face.Value.Flags1] |= (uint)(1 << (int)face.Key);
else
Flag1s[face.Value.Flags1] = (uint)(1 << (int)face.Key);
}
if (face.Value.Flags2 != DefaultTexture.Flags2)
{
if (Flag2s.ContainsKey(face.Value.Flags2))
Flag2s[face.Value.Flags2] |= (uint)(1 << (int)face.Key);
else
Flag2s[face.Value.Flags2] = (uint)(1 << (int)face.Key);
}
}
if (DefaultTexture.TextureID != null)
binWriter.Write(DefaultTexture.TextureID.Data);
else
binWriter.Write(LLUUID.Zero.Data);
foreach (KeyValuePair<LLUUID, uint> kv in TextureIDs)
{
binWriter.Write(GetFaceBitfieldBytes(kv.Value));
binWriter.Write(kv.Key.Data);
}
binWriter.Write((byte)0);
binWriter.Write(DefaultTexture.RGBA);
foreach (KeyValuePair<uint, uint> kv in RGBAs)
{
binWriter.Write(GetFaceBitfieldBytes(kv.Value));
binWriter.Write(kv.Key);
}
binWriter.Write((byte)0);
binWriter.Write(RepeatShort(DefaultTexture.RepeatU));
foreach (KeyValuePair<short, uint> kv in RepeatUs)
{
binWriter.Write(GetFaceBitfieldBytes(kv.Value));
binWriter.Write(kv.Key);
}
binWriter.Write((byte)0);
binWriter.Write(RepeatShort(DefaultTexture.RepeatV));
foreach (KeyValuePair<short, uint> kv in RepeatVs)
{
binWriter.Write(GetFaceBitfieldBytes(kv.Value));
binWriter.Write(kv.Key);
}
binWriter.Write((byte)0);
binWriter.Write(OffsetShort(DefaultTexture.OffsetU));
foreach (KeyValuePair<short, uint> kv in OffsetUs)
{
binWriter.Write(GetFaceBitfieldBytes(kv.Value));
binWriter.Write(kv.Key);
}
binWriter.Write((byte)0);
binWriter.Write(OffsetShort(DefaultTexture.OffsetV));
foreach (KeyValuePair<short, uint> kv in OffsetVs)
{
binWriter.Write(GetFaceBitfieldBytes(kv.Value));
binWriter.Write(kv.Key);
}
binWriter.Write((byte)0);
binWriter.Write(RotationShort(DefaultTexture.Rotation));
foreach (KeyValuePair<short, uint> kv in Rotations)
{
binWriter.Write(GetFaceBitfieldBytes(kv.Value));
binWriter.Write(kv.Key);
}
binWriter.Write((byte)0);
binWriter.Write(DefaultTexture.Flags1);
foreach (KeyValuePair<byte, uint> kv in Flag1s)
{
binWriter.Write(GetFaceBitfieldBytes(kv.Value));
binWriter.Write(kv.Key);
}
binWriter.Write((byte)0);
binWriter.Write(DefaultTexture.Flags2);
foreach (KeyValuePair<byte, uint> kv in Flag2s)
{
binWriter.Write(GetFaceBitfieldBytes(kv.Value));
binWriter.Write(kv.Key);
}
return memStream.ToArray();
}
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;
}
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 float DequantizeSigned(byte[] byteArray, int pos, float upper)
{
short value = (short)(byteArray[pos] | (byteArray[pos + 1] << 8));
float QV = (float)value;
float QF = upper / 32767.0f;
return (float)(QV * QF);
}
private short QuantizeSigned(float f, float upper)
{
float QF = 32767.0F / upper;
return (short)(f * QF);
}
private short RepeatShort(float value)
{
return QuantizeSigned(value - 1.0f, 101.0f);
}
private short OffsetShort(float value)
{
return QuantizeSigned(value, 1.0f);
}
private short RotationShort(float value)
{
return QuantizeSigned(value, 359.995f);
}
private float RepeatFloat(byte[] data, int pos)
{
return DequantizeSigned(data, pos, 101.0f) + 1.0f;
}
private float OffsetFloat(byte[] data, int pos)
{
return DequantizeSigned(data, pos, 1.0f);
}
private float RotationFloat(byte[] data, int pos)
{
return DequantizeSigned(data, pos, 359.995f);
}
private void FromBytes(byte[] data, int pos, int length)
{
FaceTextures = new SerializableDictionary<uint, TextureEntryFace>();
DefaultTexture = new TextureEntryFace(null);
if (length <= 0)
return; // No TextureEntry to process
uint BitfieldSize = 0;
uint faceBits = 0;
int i = pos;
//Read TextureID ---------------------------------------
DefaultTexture.TextureID = new LLUUID(data, i);
i += 16;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
{
LLUUID tmpUUID = new LLUUID(data, i);
i += 16;
for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).TextureID = tmpUUID;
}
//Read RGBA --------------------------------------------
DefaultTexture.RGBA = (uint)(data[i] + (data[i + 1] << 8) + (data[i + 2] << 16) + (data[i + 3] << 24));
i += 4;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
{
uint tmpUint = (uint)(data[i] + (data[i + 1] << 8) + (data[i + 2] << 16) + (data[i + 3] << 24));
i += 4;
for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).RGBA = tmpUint;
}
//Read RepeatU -----------------------------------------
DefaultTexture.RepeatU = RepeatFloat(data, i);
i += 2;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
{
float tmpFloat = RepeatFloat(data, i);
i += 2;
for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).RepeatU = tmpFloat;
}
//Read RepeatV -----------------------------------------
DefaultTexture.RepeatV = RepeatFloat(data, i);
i += 2;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
{
float tmpFloat = RepeatFloat(data, i);
i += 2;
for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).RepeatV = tmpFloat;
}
//Read OffsetU -----------------------------------------
DefaultTexture.OffsetU = OffsetFloat(data, i);
i += 2;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
{
float tmpFloat = OffsetFloat(data, i);
i += 2;
for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).OffsetU = tmpFloat;
}
//Read OffsetV -----------------------------------------
DefaultTexture.OffsetV = OffsetFloat(data, i);
i += 2;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
{
float tmpFloat = OffsetFloat(data, i);
i += 2;
for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).OffsetV = tmpFloat;
}
//Read Rotation ----------------------------------------
DefaultTexture.Rotation = RotationFloat(data, i);
i += 2;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
{
float tmpFloat = RotationFloat(data, i);
i += 2;
for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).Rotation = tmpFloat;
}
//Read Flags1 ------------------------------------------
DefaultTexture.Flags1 = data[i];
i++;
while (ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
{
byte tmpByte = data[i];
i++;
for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).Flags1 = tmpByte;
}
//Read Flags2 ------------------------------------------
DefaultTexture.Flags2 = data[i];
i++;
while (i - pos < length && ReadFaceBitfield(data, ref i, ref faceBits, ref BitfieldSize))
{
byte tmpByte = data[i];
i++;
for (uint face = 0, bit = 1; face < BitfieldSize; face++, bit <<= 1)
if ((faceBits & bit) != 0)
CreateFace(face).Flags2 = tmpByte;
}
}
}
/// <summary>
/// A single textured face. Don't instantiate this class yourself, use the
/// methods in TextureEntry
/// </summary>
[Serializable]
public class TextureEntryFace
{
[XmlAttribute("rgba")]
private uint rgba;
[XmlAttribute("repeatu")]
private float repeatU = 1.0f;
[XmlAttribute("repeatv")]
private float repeatV = 1.0f;
[XmlAttribute("offsetu")]
private float offsetU;
[XmlAttribute("offsetv")]
private float offsetV;
[XmlAttribute("rotation")]
private float rotation;
[XmlAttribute("flags1")]
private byte flags1;
[XmlAttribute("flags2")]
private byte flags2;
[XmlAttribute("textureattributes")]
private TextureAttributes hasAttribute;
[XmlText]
private LLUUID textureID;
[XmlElement("defaulttexture")]
private TextureEntryFace DefaultTexture = null;
//////////////////////
///// Properties /////
//////////////////////
/// <summary></summary>
[XmlAttribute("rgba")]
public uint RGBA
{
get
{
if ((hasAttribute & TextureAttributes.RGBA) != 0)
return rgba;
else
return DefaultTexture.rgba;
}
set
{
rgba = value;
hasAttribute |= TextureAttributes.RGBA;
}
}
/// <summary></summary>
[XmlAttribute("repeatu")]
public float RepeatU
{
get
{
if ((hasAttribute & TextureAttributes.RepeatU) != 0)
return repeatU;
else
return DefaultTexture.repeatU;
}
set
{
repeatU = value;
hasAttribute |= TextureAttributes.RepeatU;
}
}
/// <summary></summary>
[XmlAttribute("repeatv")]
public float RepeatV
{
get
{
if ((hasAttribute & TextureAttributes.RepeatV) != 0)
return repeatV;
else
return DefaultTexture.repeatV;
}
set
{
repeatV = value;
hasAttribute |= TextureAttributes.RepeatV;
}
}
/// <summary></summary>
[XmlAttribute("offsetu")]
public float OffsetU
{
get
{
if ((hasAttribute & TextureAttributes.OffsetU) != 0)
return offsetU;
else
return DefaultTexture.offsetU;
}
set
{
offsetU = value;
hasAttribute |= TextureAttributes.OffsetU;
}
}
/// <summary></summary>
[XmlAttribute("offsetv")]
public float OffsetV
{
get
{
if ((hasAttribute & TextureAttributes.OffsetV) != 0)
return offsetV;
else
return DefaultTexture.offsetV;
}
set
{
offsetV = value;
hasAttribute |= TextureAttributes.OffsetV;
}
}
/// <summary></summary>
[XmlAttribute("rotation")]
public float Rotation
{
get
{
if ((hasAttribute & TextureAttributes.Rotation) != 0)
return rotation;
else
return DefaultTexture.rotation;
}
set
{
rotation = value;
hasAttribute |= TextureAttributes.Rotation;
}
}
/// <summary></summary>
[XmlAttribute("flags1")]
public byte Flags1
{
get
{
if ((hasAttribute & TextureAttributes.Flags1) != 0)
return flags1;
else
return DefaultTexture.flags1;
}
set
{
flags1 = value;
hasAttribute |= TextureAttributes.Flags1;
}
}
/// <summary></summary>
[XmlAttribute("flags2")]
public byte Flags2
{
get
{
if ((hasAttribute & TextureAttributes.Flags2) != 0)
return flags2;
else
return DefaultTexture.flags2;
}
set
{
flags2 = value;
hasAttribute |= TextureAttributes.Flags2;
}
}
/// <summary></summary>
[XmlElement("id")]
public LLUUID TextureID
{
get
{
if ((hasAttribute & TextureAttributes.TextureID) != 0)
return textureID;
else
return DefaultTexture.textureID;
}
set
{
textureID = value;
hasAttribute |= TextureAttributes.TextureID;
}
}
/////////////////////////////
///// End of properties /////
/////////////////////////////
/// <summary>
///
/// </summary>
public TextureEntryFace()
{
}
/// <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;
}
public void ToXml(XmlWriter xmlWriter)
{
XmlSerializerNamespaces ns = new XmlSerializerNamespaces();
ns.Add("", "");
XmlSerializer serializer = new XmlSerializer(typeof(TextureEntryFace));
serializer.Serialize(xmlWriter, this, ns);
}
}
/// <summary>
/// Controls the texture animation of a particular prim
/// </summary>
[Serializable]
public class TextureAnimation
{
/// <summary></summary>
[XmlAttribute("flags"), DefaultValue(0)]
public uint Flags;
/// <summary></summary>
[XmlAttribute("face"), DefaultValue(0)]
public uint Face;
/// <summary></summary>
[XmlAttribute("sizex"), DefaultValue(0)]
public uint SizeX;
/// <summary></summary>
[XmlAttribute("sizey"), DefaultValue(0)]
public uint SizeY;
/// <summary></summary>
[XmlAttribute("start"), DefaultValue(0)]
public float Start;
/// <summary></summary>
[XmlAttribute("length"), DefaultValue(0)]
public float Length;
/// <summary></summary>
[XmlAttribute("rate"), DefaultValue(0)]
public float Rate;
/// <summary>
/// Default constructor
/// </summary>
public TextureAnimation()
{
}
/// <summary>
///
/// </summary>
/// <param name="data"></param>
/// <param name="pos"></param>
public TextureAnimation(byte[] data, int pos)
{
FromBytes(data, pos);
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public byte[] GetBytes()
{
byte[] bytes = new byte[0];
// FIXME: Finish TextureAnimation GetBytes() function
return bytes;
}
private void FromBytes(byte[] data, int pos)
{
int i = pos;
if (data.Length == 0)
return;
Flags = (uint)data[i++];
Face = (uint)data[i++];
SizeX = (uint)data[i++];
SizeY = (uint)data[i++];
if (!BitConverter.IsLittleEndian)
{
Array.Reverse(data, i, 4);
Array.Reverse(data, i + 4, 4);
Array.Reverse(data, i + 8, 4);
}
Start = BitConverter.ToSingle(data, i);
Length = BitConverter.ToSingle(data, i + 4);
Rate = BitConverter.ToSingle(data, i + 8);
}
}
}
}