/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * 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. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.Reflection; using System.Collections; using System.Collections.Generic; using OpenMetaverse; using OpenMetaverse.StructuredData; using log4net; namespace OpenSim.Framework { /// <summary> /// Contains the Avatar's Appearance and methods to manipulate the appearance. /// </summary> public class AvatarAppearance { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public readonly static int VISUALPARAM_COUNT = 218; public readonly static int TEXTURE_COUNT = 21; public readonly static byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; protected int m_serial = 0; protected byte[] m_visualparams; protected Primitive.TextureEntry m_texture; protected AvatarWearable[] m_wearables; protected Dictionary<int, List<AvatarAttachment>> m_attachments; protected float m_avatarHeight = 0; public virtual int Serial { get { return m_serial; } set { m_serial = value; } } public virtual byte[] VisualParams { get { return m_visualparams; } set { m_visualparams = value; } } public virtual Primitive.TextureEntry Texture { get { return m_texture; } set { // m_log.DebugFormat("[AVATAR APPEARANCE]: Set TextureEntry to {0}", value); m_texture = value; } } public virtual AvatarWearable[] Wearables { get { return m_wearables; } set { m_wearables = value; } } public virtual float AvatarHeight { get { return m_avatarHeight; } set { m_avatarHeight = value; } } public AvatarAppearance() { // m_log.WarnFormat("[AVATAR APPEARANCE]: create empty appearance"); m_serial = 0; SetDefaultWearables(); SetDefaultTexture(); SetDefaultParams(); SetHeight(); m_attachments = new Dictionary<int, List<AvatarAttachment>>(); } public AvatarAppearance(OSDMap map) { // m_log.WarnFormat("[AVATAR APPEARANCE]: create appearance from OSDMap"); Unpack(map); SetHeight(); } public AvatarAppearance(AvatarWearable[] wearables, Primitive.TextureEntry textureEntry, byte[] visualParams) { // m_log.WarnFormat("[AVATAR APPEARANCE] create initialized appearance"); m_serial = 0; if (wearables != null) m_wearables = wearables; else SetDefaultWearables(); if (textureEntry != null) m_texture = textureEntry; else SetDefaultTexture(); if (visualParams != null) m_visualparams = visualParams; else SetDefaultParams(); SetHeight(); m_attachments = new Dictionary<int, List<AvatarAttachment>>(); } public AvatarAppearance(AvatarAppearance appearance) : this(appearance, true) { } public AvatarAppearance(AvatarAppearance appearance, bool copyWearables) { // m_log.WarnFormat("[AVATAR APPEARANCE] create from an existing appearance"); if (appearance == null) { m_serial = 0; SetDefaultWearables(); SetDefaultTexture(); SetDefaultParams(); SetHeight(); m_attachments = new Dictionary<int, List<AvatarAttachment>>(); return; } m_serial = appearance.Serial; m_wearables = new AvatarWearable[AvatarWearable.MAX_WEARABLES]; for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) m_wearables[i] = new AvatarWearable(); if (copyWearables && (appearance.Wearables != null)) { for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) SetWearable(i,appearance.Wearables[i]); } m_texture = null; if (appearance.Texture != null) { byte[] tbytes = appearance.Texture.GetBytes(); m_texture = new Primitive.TextureEntry(tbytes,0,tbytes.Length); } m_visualparams = null; if (appearance.VisualParams != null) m_visualparams = (byte[])appearance.VisualParams.Clone(); m_avatarHeight = appearance.m_avatarHeight; // Copy the attachment, force append mode since that ensures consistency m_attachments = new Dictionary<int, List<AvatarAttachment>>(); foreach (AvatarAttachment attachment in appearance.GetAttachments()) AppendAttachment(new AvatarAttachment(attachment)); } public void GetAssetsFrom(AvatarAppearance app) { for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) { for (int j = 0; j < m_wearables[i].Count; j++) { UUID itemID = m_wearables[i][j].ItemID; UUID assetID = app.Wearables[i].GetAsset(itemID); if (assetID != UUID.Zero) m_wearables[i].Add(itemID, assetID); } } } public void ClearWearables() { m_wearables = new AvatarWearable[AvatarWearable.MAX_WEARABLES]; for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) m_wearables[i] = new AvatarWearable(); } protected virtual void SetDefaultWearables() { m_wearables = AvatarWearable.DefaultWearables; } /// <summary> /// Invalidate all of the baked textures in the appearance, useful /// if you know that none are valid /// </summary> public virtual void ResetAppearance() { // m_log.WarnFormat("[AVATAR APPEARANCE]: Reset appearance"); m_serial = 0; SetDefaultTexture(); //for (int i = 0; i < BAKE_INDICES.Length; i++) // { // int idx = BAKE_INDICES[i]; // m_texture.FaceTextures[idx].TextureID = UUID.Zero; // } } protected virtual void SetDefaultParams() { m_visualparams = new byte[] { 33,61,85,23,58,127,63,85,63,42,0,85,63,36,85,95,153,63,34,0,63,109,88,132,63,136,81,85,103,136,127,0,150,150,150,127,0,0,0,0,0,127,0,0,255,127,114,127,99,63,127,140,127,127,0,0,0,191,0,104,0,0,0,0,0,0,0,0,0,145,216,133,0,127,0,127,170,0,0,127,127,109,85,127,127,63,85,42,150,150,150,150,150,150,150,25,150,150,150,0,127,0,0,144,85,127,132,127,85,0,127,127,127,127,127,127,59,127,85,127,127,106,47,79,127,127,204,2,141,66,0,0,127,127,0,0,0,0,127,0,159,0,0,178,127,36,85,131,127,127,127,153,95,0,140,75,27,127,127,0,150,150,198,0,0,63,30,127,165,209,198,127,127,153,204,51,51,255,255,255,204,0,255,150,150,150,150,150,150,150,150,150,150,0,150,150,150,150,150,0,127,127,150,150,150,150,150,150,150,150,0,0,150,51,132,150,150,150 }; // for (int i = 0; i < VISUALPARAM_COUNT; i++) // { // m_visualparams[i] = 150; // } } protected virtual void SetDefaultTexture() { m_texture = new Primitive.TextureEntry(new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE)); // for (uint i = 0; i < TEXTURE_COUNT; i++) // m_texture.CreateFace(i).TextureID = new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE); } /// <summary> /// Set up appearance texture ids. /// </summary> /// <returns> /// True if any existing texture id was changed by the new data. /// False if there were no changes or no existing texture ids. /// </returns> public virtual bool SetTextureEntries(Primitive.TextureEntry textureEntry) { if (textureEntry == null) return false; // There are much simpler versions of this copy that could be // made. We determine if any of the textures actually // changed to know if the appearance should be saved later bool changed = false; for (uint i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++) { Primitive.TextureEntryFace newface = textureEntry.FaceTextures[i]; Primitive.TextureEntryFace oldface = m_texture.FaceTextures[i]; if (newface == null) { if (oldface == null) continue; } else { if (oldface != null && oldface.TextureID == newface.TextureID) continue; } changed = true; } m_texture = textureEntry; return changed; } /// <summary> /// Set up visual parameters for the avatar and refresh the avatar height /// </summary> /// <returns> /// True if any existing visual parameter was changed by the new data. /// False if there were no changes or no existing visual parameters. /// </returns> public virtual bool SetVisualParams(byte[] visualParams) { if (visualParams == null) return false; // There are much simpler versions of this copy that could be // made. We determine if any of the visual parameters actually // changed to know if the appearance should be saved later bool changed = false; for (int i = 0; i < AvatarAppearance.VISUALPARAM_COUNT; i++) { if (visualParams[i] != m_visualparams[i]) { // DEBUG ON // m_log.WarnFormat("[AVATARAPPEARANCE] vparams changed [{0}] {1} ==> {2}", // i,m_visualparams[i],visualParams[i]); // DEBUG OFF m_visualparams[i] = visualParams[i]; changed = true; } } // Reset the height if the visual parameters actually changed if (changed) SetHeight(); return changed; } public virtual void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams) { SetTextureEntries(textureEntry); SetVisualParams(visualParams); } public virtual void SetHeight() { // Start with shortest possible female avatar height m_avatarHeight = 1.14597f; // Add offset for male avatars if (m_visualparams[(int)VPElement.SHAPE_MALE] != 0) m_avatarHeight += 0.0848f; // Add offsets for visual params m_avatarHeight += 0.516945f * (float)m_visualparams[(int)VPElement.SHAPE_HEIGHT] / 255.0f + 0.08117f * (float)m_visualparams[(int)VPElement.SHAPE_HEAD_SIZE] / 255.0f + 0.3836f * (float)m_visualparams[(int)VPElement.SHAPE_LEG_LENGTH] / 255.0f + 0.07f * (float)m_visualparams[(int)VPElement.SHOES_PLATFORM_HEIGHT] / 255.0f + 0.08f * (float)m_visualparams[(int)VPElement.SHOES_HEEL_HEIGHT] / 255.0f + 0.076f * (float)m_visualparams[(int)VPElement.SHAPE_NECK_LENGTH] / 255.0f; } public virtual void SetWearable(int wearableId, AvatarWearable wearable) { // DEBUG ON // m_log.WarnFormat("[AVATARAPPEARANCE] set wearable {0} --> {1}:{2}",wearableId,wearable.ItemID,wearable.AssetID); // DEBUG OFF m_wearables[wearableId].Clear(); for (int i = 0; i < wearable.Count; i++) m_wearables[wearableId].Add(wearable[i].ItemID, wearable[i].AssetID); } // DEBUG ON public override String ToString() { String s = ""; s += String.Format("Serial: {0}\n",m_serial); for (uint i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++) if (m_texture.FaceTextures[i] != null) s += String.Format("Texture: {0} --> {1}\n",i,m_texture.FaceTextures[i].TextureID); foreach (AvatarWearable awear in m_wearables) { for (int i = 0; i < awear.Count; i++) s += String.Format("Wearable: item={0}, asset={1}\n",awear[i].ItemID,awear[i].AssetID); } s += "Visual Params: "; for (uint j = 0; j < AvatarAppearance.VISUALPARAM_COUNT; j++) s += String.Format("{0},",m_visualparams[j]); s += "\n"; return s; } // DEBUG OFF /// <summary> /// Get a list of the attachments. /// </summary> /// <remarks> /// There may be duplicate attachpoints /// </remarks> public List<AvatarAttachment> GetAttachments() { List<AvatarAttachment> alist = new List<AvatarAttachment>(); lock (m_attachments) { foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments) { foreach (AvatarAttachment attach in kvp.Value) alist.Add(new AvatarAttachment(attach)); } } return alist; } internal void AppendAttachment(AvatarAttachment attach) { // m_log.DebugFormat( // "[AVATAR APPEARNCE]: Appending itemID={0}, assetID={1} at {2}", // attach.ItemID, attach.AssetID, attach.AttachPoint); lock (m_attachments) { if (!m_attachments.ContainsKey(attach.AttachPoint)) m_attachments[attach.AttachPoint] = new List<AvatarAttachment>(); m_attachments[attach.AttachPoint].Add(attach); } } internal void ReplaceAttachment(AvatarAttachment attach) { // m_log.DebugFormat( // "[AVATAR APPEARANCE]: Replacing itemID={0}, assetID={1} at {2}", // attach.ItemID, attach.AssetID, attach.AttachPoint); lock (m_attachments) { m_attachments[attach.AttachPoint] = new List<AvatarAttachment>(); m_attachments[attach.AttachPoint].Add(attach); } } /// <summary> /// Set an attachment /// </summary> /// <remarks> /// If the attachpoint has the /// 0x80 bit set then we assume this is an append /// operation otherwise we replace whatever is /// currently attached at the attachpoint /// </remarks> /// <param name="attachpoint"></param> /// <param name="item">If UUID.Zero, then an any attachment at the attachpoint is removed.</param> /// <param name="asset"></param> /// <returns> /// return true if something actually changed /// </returns> public bool SetAttachment(int attachpoint, UUID item, UUID asset) { // m_log.DebugFormat( // "[AVATAR APPEARANCE]: Setting attachment at {0} with item ID {1}, asset ID {2}", // attachpoint, item, asset); if (attachpoint == 0) return false; if (item == UUID.Zero) { lock (m_attachments) { if (m_attachments.ContainsKey(attachpoint)) { m_attachments.Remove(attachpoint); return true; } } return false; } // When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However, // the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If // we simply perform an item check here then the asset ids (which are now present) are never set, and NPC attachments // later fail unless the attachment is detached and reattached. // // Therefore, we will carry on with the set if the existing attachment has no asset id. AvatarAttachment existingAttachment = GetAttachmentForItem(item); if (existingAttachment != null && existingAttachment.AssetID != UUID.Zero && existingAttachment.AttachPoint == (attachpoint & 0x7F)) { // m_log.DebugFormat("[AVATAR APPEARANCE] attempt to attach an already attached item {0}",item); return false; } // check if this is an append or a replace, 0x80 marks it as an append if ((attachpoint & 0x80) > 0) { // strip the append bit int point = attachpoint & 0x7F; AppendAttachment(new AvatarAttachment(point, item, asset)); } else { ReplaceAttachment(new AvatarAttachment(attachpoint,item, asset)); } return true; } /// <summary> /// If the item is already attached, return it. /// </summary> /// <param name="itemID"></param> /// <returns>Returns null if this item is not attached.</returns> public AvatarAttachment GetAttachmentForItem(UUID itemID) { lock (m_attachments) { foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments) { int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; }); if (index >= 0) return kvp.Value[index]; } } return null; } public int GetAttachpoint(UUID itemID) { lock (m_attachments) { foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments) { int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; }); if (index >= 0) return kvp.Key; } } return 0; } public bool DetachAttachment(UUID itemID) { lock (m_attachments) { foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments) { int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; }); if (index >= 0) { // Remove it from the list of attachments at that attach point m_attachments[kvp.Key].RemoveAt(index); // And remove the list if there are no more attachments here if (m_attachments[kvp.Key].Count == 0) m_attachments.Remove(kvp.Key); return true; } } } return false; } public void ClearAttachments() { lock (m_attachments) m_attachments.Clear(); } #region Packing Functions /// <summary> /// Create an OSDMap from the appearance data /// </summary> public OSDMap Pack() { OSDMap data = new OSDMap(); data["serial"] = OSD.FromInteger(m_serial); data["height"] = OSD.FromReal(m_avatarHeight); // Wearables OSDArray wears = new OSDArray(AvatarWearable.MAX_WEARABLES); for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) wears.Add(m_wearables[i].Pack()); data["wearables"] = wears; // Avatar Textures OSDArray textures = new OSDArray(AvatarAppearance.TEXTURE_COUNT); for (uint i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++) { if (m_texture.FaceTextures[i] != null) textures.Add(OSD.FromUUID(m_texture.FaceTextures[i].TextureID)); else textures.Add(OSD.FromUUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE)); } data["textures"] = textures; // Visual Parameters OSDBinary visualparams = new OSDBinary(m_visualparams); data["visualparams"] = visualparams; // Attachments List<AvatarAttachment> attachments = GetAttachments(); OSDArray attachs = new OSDArray(attachments.Count); foreach (AvatarAttachment attach in GetAttachments()) attachs.Add(attach.Pack()); data["attachments"] = attachs; return data; } /// <summary> /// Unpack and OSDMap and initialize the appearance /// from it /// </summary> public void Unpack(OSDMap data) { if ((data != null) && (data["serial"] != null)) m_serial = data["serial"].AsInteger(); if ((data != null) && (data["height"] != null)) m_avatarHeight = (float)data["height"].AsReal(); try { // Wearables SetDefaultWearables(); if ((data != null) && (data["wearables"] != null) && (data["wearables"]).Type == OSDType.Array) { OSDArray wears = (OSDArray)(data["wearables"]); for (int i = 0; i < wears.Count; i++) m_wearables[i] = new AvatarWearable((OSDArray)wears[i]); } else { m_log.Warn("[AVATAR APPEARANCE]: failed to unpack wearables"); } // Avatar Textures SetDefaultTexture(); if ((data != null) && (data["textures"] != null) && (data["textures"]).Type == OSDType.Array) { OSDArray textures = (OSDArray)(data["textures"]); for (int i = 0; i < AvatarAppearance.TEXTURE_COUNT && i < textures.Count; i++) { UUID textureID = AppearanceManager.DEFAULT_AVATAR_TEXTURE; if (textures[i] != null) textureID = textures[i].AsUUID(); m_texture.CreateFace((uint)i).TextureID = new UUID(textureID); } } else { m_log.Warn("[AVATAR APPEARANCE]: failed to unpack textures"); } // Visual Parameters SetDefaultParams(); if ((data != null) && (data["visualparams"] != null)) { if ((data["visualparams"].Type == OSDType.Binary) || (data["visualparams"].Type == OSDType.Array)) m_visualparams = data["visualparams"].AsBinary(); } else { m_log.Warn("[AVATAR APPEARANCE]: failed to unpack visual parameters"); } // Attachments m_attachments = new Dictionary<int, List<AvatarAttachment>>(); if ((data != null) && (data["attachments"] != null) && (data["attachments"]).Type == OSDType.Array) { OSDArray attachs = (OSDArray)(data["attachments"]); for (int i = 0; i < attachs.Count; i++) { AvatarAttachment att = new AvatarAttachment((OSDMap)attachs[i]); AppendAttachment(att); // m_log.DebugFormat( // "[AVATAR APPEARANCE]: Unpacked attachment itemID {0}, assetID {1}, point {2}", // att.ItemID, att.AssetID, att.AttachPoint); } } } catch (Exception e) { m_log.ErrorFormat("[AVATAR APPEARANCE]: unpack failed badly: {0}{1}", e.Message, e.StackTrace); } } #endregion #region VPElement /// <summary> /// Viewer Params Array Element for AgentSetAppearance /// Generated from LibOMV's Visual Params list /// </summary> public enum VPElement : int { /// <summary> /// Brow Size - Small 0--+255 Large /// </summary> SHAPE_BIG_BROW = 0, /// <summary> /// Nose Size - Small 0--+255 Large /// </summary> SHAPE_NOSE_BIG_OUT = 1, /// <summary> /// Nostril Width - Narrow 0--+255 Broad /// </summary> SHAPE_BROAD_NOSTRILS = 2, /// <summary> /// Chin Cleft - Round 0--+255 Cleft /// </summary> SHAPE_CLEFT_CHIN = 3, /// <summary> /// Nose Tip Shape - Pointy 0--+255 Bulbous /// </summary> SHAPE_BULBOUS_NOSE_TIP = 4, /// <summary> /// Chin Angle - Chin Out 0--+255 Chin In /// </summary> SHAPE_WEAK_CHIN = 5, /// <summary> /// Chin-Neck - Tight Chin 0--+255 Double Chin /// </summary> SHAPE_DOUBLE_CHIN = 6, /// <summary> /// Lower Cheeks - Well-Fed 0--+255 Sunken /// </summary> SHAPE_SUNKEN_CHEEKS = 7, /// <summary> /// Upper Bridge - Low 0--+255 High /// </summary> SHAPE_NOBLE_NOSE_BRIDGE = 8, /// <summary> /// - Less 0--+255 More /// </summary> SHAPE_JOWLS = 9, /// <summary> /// Upper Chin Cleft - Round 0--+255 Cleft /// </summary> SHAPE_CLEFT_CHIN_UPPER = 10, /// <summary> /// Cheek Bones - Low 0--+255 High /// </summary> SHAPE_HIGH_CHEEK_BONES = 11, /// <summary> /// Ear Angle - In 0--+255 Out /// </summary> SHAPE_EARS_OUT = 12, /// <summary> /// Eyebrow Points - Smooth 0--+255 Pointy /// </summary> HAIR_POINTY_EYEBROWS = 13, /// <summary> /// Jaw Shape - Pointy 0--+255 Square /// </summary> SHAPE_SQUARE_JAW = 14, /// <summary> /// Upper Cheeks - Thin 0--+255 Puffy /// </summary> SHAPE_PUFFY_UPPER_CHEEKS = 15, /// <summary> /// Nose Tip Angle - Downturned 0--+255 Upturned /// </summary> SHAPE_UPTURNED_NOSE_TIP = 16, /// <summary> /// Nose Thickness - Thin Nose 0--+255 Bulbous Nose /// </summary> SHAPE_BULBOUS_NOSE = 17, /// <summary> /// Upper Eyelid Fold - Uncreased 0--+255 Creased /// </summary> SHAPE_UPPER_EYELID_FOLD = 18, /// <summary> /// Attached Earlobes - Unattached 0--+255 Attached /// </summary> SHAPE_ATTACHED_EARLOBES = 19, /// <summary> /// Eye Bags - Smooth 0--+255 Baggy /// </summary> SHAPE_BAGGY_EYES = 20, /// <summary> /// Eye Opening - Narrow 0--+255 Wide /// </summary> SHAPE_WIDE_EYES = 21, /// <summary> /// Lip Cleft - Narrow 0--+255 Wide /// </summary> SHAPE_WIDE_LIP_CLEFT = 22, /// <summary> /// Bridge Width - Narrow 0--+255 Wide /// </summary> SHAPE_WIDE_NOSE_BRIDGE = 23, /// <summary> /// Eyebrow Arc - Flat 0--+255 Arced /// </summary> HAIR_ARCED_EYEBROWS = 24, /// <summary> /// Height - Short 0--+255 Tall /// </summary> SHAPE_HEIGHT = 25, /// <summary> /// Body Thickness - Body Thin 0--+255 Body Thick /// </summary> SHAPE_THICKNESS = 26, /// <summary> /// Ear Size - Small 0--+255 Large /// </summary> SHAPE_BIG_EARS = 27, /// <summary> /// Shoulders - Narrow 0--+255 Broad /// </summary> SHAPE_SHOULDERS = 28, /// <summary> /// Hip Width - Narrow 0--+255 Wide /// </summary> SHAPE_HIP_WIDTH = 29, /// <summary> /// - Short Torso 0--+255 Long Torso /// </summary> SHAPE_TORSO_LENGTH = 30, SHAPE_MALE = 31, /// <summary> /// - Short 0--+255 Long /// </summary> GLOVES_GLOVE_LENGTH = 32, /// <summary> /// - Darker 0--+255 Lighter /// </summary> EYES_EYE_LIGHTNESS = 33, /// <summary> /// - Natural 0--+255 Unnatural /// </summary> EYES_EYE_COLOR = 34, /// <summary> /// - Small 0--+255 Large /// </summary> SHAPE_BREAST_SIZE = 35, /// <summary> /// - None 0--+255 Wild /// </summary> SKIN_RAINBOW_COLOR = 36, /// <summary> /// Ruddiness - Pale 0--+255 Ruddy /// </summary> SKIN_RED_SKIN = 37, /// <summary> /// - Light 0--+255 Dark /// </summary> SKIN_PIGMENT = 38, HAIR_RAINBOW_COLOR_39 = 39, /// <summary> /// - No Red 0--+255 Very Red /// </summary> HAIR_RED_HAIR = 40, /// <summary> /// - Black 0--+255 Blonde /// </summary> HAIR_BLONDE_HAIR = 41, /// <summary> /// - No White 0--+255 All White /// </summary> HAIR_WHITE_HAIR = 42, /// <summary> /// - Less Rosy 0--+255 More Rosy /// </summary> SKIN_ROSY_COMPLEXION = 43, /// <summary> /// - Darker 0--+255 Pinker /// </summary> SKIN_LIP_PINKNESS = 44, /// <summary> /// - Thin Eyebrows 0--+255 Bushy Eyebrows /// </summary> HAIR_EYEBROW_SIZE = 45, /// <summary> /// - Short 0--+255 Long /// </summary> HAIR_FRONT_FRINGE = 46, /// <summary> /// - Short 0--+255 Long /// </summary> HAIR_SIDE_FRINGE = 47, /// <summary> /// - Short 0--+255 Long /// </summary> HAIR_BACK_FRINGE = 48, /// <summary> /// - Short 0--+255 Long /// </summary> HAIR_HAIR_FRONT = 49, /// <summary> /// - Short 0--+255 Long /// </summary> HAIR_HAIR_SIDES = 50, /// <summary> /// - Short 0--+255 Long /// </summary> HAIR_HAIR_BACK = 51, /// <summary> /// - Sweep Forward 0--+255 Sweep Back /// </summary> HAIR_HAIR_SWEEP = 52, /// <summary> /// - Left 0--+255 Right /// </summary> HAIR_HAIR_TILT = 53, /// <summary> /// Middle Part - No Part 0--+255 Part /// </summary> HAIR_HAIR_PART_MIDDLE = 54, /// <summary> /// Right Part - No Part 0--+255 Part /// </summary> HAIR_HAIR_PART_RIGHT = 55, /// <summary> /// Left Part - No Part 0--+255 Part /// </summary> HAIR_HAIR_PART_LEFT = 56, /// <summary> /// Full Hair Sides - Mowhawk 0--+255 Full Sides /// </summary> HAIR_HAIR_SIDES_FULL = 57, /// <summary> /// - Less 0--+255 More /// </summary> SKIN_BODY_DEFINITION = 58, /// <summary> /// Lip Width - Narrow Lips 0--+255 Wide Lips /// </summary> SHAPE_LIP_WIDTH = 59, /// <summary> /// - Small 0--+255 Big /// </summary> SHAPE_BELLY_SIZE = 60, /// <summary> /// - Less 0--+255 More /// </summary> SKIN_FACIAL_DEFINITION = 61, /// <summary> /// - Less 0--+255 More /// </summary> SKIN_WRINKLES = 62, /// <summary> /// - Less 0--+255 More /// </summary> SKIN_FRECKLES = 63, /// <summary> /// - Short Sideburns 0--+255 Mutton Chops /// </summary> HAIR_SIDEBURNS = 64, /// <summary> /// - Chaplin 0--+255 Handlebars /// </summary> HAIR_MOUSTACHE = 65, /// <summary> /// - Less soul 0--+255 More soul /// </summary> HAIR_SOULPATCH = 66, /// <summary> /// - Less Curtains 0--+255 More Curtains /// </summary> HAIR_CHIN_CURTAINS = 67, /// <summary> /// Rumpled Hair - Smooth Hair 0--+255 Rumpled Hair /// </summary> HAIR_HAIR_RUMPLED = 68, /// <summary> /// Big Hair Front - Less 0--+255 More /// </summary> HAIR_HAIR_BIG_FRONT = 69, /// <summary> /// Big Hair Top - Less 0--+255 More /// </summary> HAIR_HAIR_BIG_TOP = 70, /// <summary> /// Big Hair Back - Less 0--+255 More /// </summary> HAIR_HAIR_BIG_BACK = 71, /// <summary> /// Spiked Hair - No Spikes 0--+255 Big Spikes /// </summary> HAIR_HAIR_SPIKED = 72, /// <summary> /// Chin Depth - Shallow 0--+255 Deep /// </summary> SHAPE_DEEP_CHIN = 73, /// <summary> /// Part Bangs - No Part 0--+255 Part Bangs /// </summary> HAIR_BANGS_PART_MIDDLE = 74, /// <summary> /// Head Shape - More Square 0--+255 More Round /// </summary> SHAPE_HEAD_SHAPE = 75, /// <summary> /// Eye Spacing - Close Set Eyes 0--+255 Far Set Eyes /// </summary> SHAPE_EYE_SPACING = 76, /// <summary> /// - Low Heels 0--+255 High Heels /// </summary> SHOES_HEEL_HEIGHT = 77, /// <summary> /// - Low Platforms 0--+255 High Platforms /// </summary> SHOES_PLATFORM_HEIGHT = 78, /// <summary> /// - Thin Lips 0--+255 Fat Lips /// </summary> SHAPE_LIP_THICKNESS = 79, /// <summary> /// Mouth Position - High 0--+255 Low /// </summary> SHAPE_MOUTH_HEIGHT = 80, /// <summary> /// Breast Buoyancy - Less Gravity 0--+255 More Gravity /// </summary> SHAPE_BREAST_GRAVITY = 81, /// <summary> /// Platform Width - Narrow 0--+255 Wide /// </summary> SHOES_SHOE_PLATFORM_WIDTH = 82, /// <summary> /// - Pointy Heels 0--+255 Thick Heels /// </summary> SHOES_HEEL_SHAPE = 83, /// <summary> /// - Pointy 0--+255 Square /// </summary> SHOES_TOE_SHAPE = 84, /// <summary> /// Foot Size - Small 0--+255 Big /// </summary> SHAPE_FOOT_SIZE = 85, /// <summary> /// Nose Width - Narrow 0--+255 Wide /// </summary> SHAPE_WIDE_NOSE = 86, /// <summary> /// Eyelash Length - Short 0--+255 Long /// </summary> SHAPE_EYELASHES_LONG = 87, /// <summary> /// - Short 0--+255 Long /// </summary> UNDERSHIRT_SLEEVE_LENGTH = 88, /// <summary> /// - Short 0--+255 Long /// </summary> UNDERSHIRT_BOTTOM = 89, /// <summary> /// - Low 0--+255 High /// </summary> UNDERSHIRT_COLLAR_FRONT = 90, JACKET_SLEEVE_LENGTH_91 = 91, JACKET_COLLAR_FRONT_92 = 92, /// <summary> /// Jacket Length - Short 0--+255 Long /// </summary> JACKET_BOTTOM_LENGTH_LOWER = 93, /// <summary> /// Open Front - Open 0--+255 Closed /// </summary> JACKET_OPEN_JACKET = 94, /// <summary> /// - Short 0--+255 Tall /// </summary> SHOES_SHOE_HEIGHT = 95, /// <summary> /// - Short 0--+255 Long /// </summary> SOCKS_SOCKS_LENGTH = 96, /// <summary> /// - Short 0--+255 Long /// </summary> UNDERPANTS_PANTS_LENGTH = 97, /// <summary> /// - Low 0--+255 High /// </summary> UNDERPANTS_PANTS_WAIST = 98, /// <summary> /// Cuff Flare - Tight Cuffs 0--+255 Flared Cuffs /// </summary> PANTS_LEG_PANTFLAIR = 99, /// <summary> /// - More Vertical 0--+255 More Sloped /// </summary> SHAPE_FOREHEAD_ANGLE = 100, /// <summary> /// - Less Body Fat 0--+255 More Body Fat /// </summary> SHAPE_BODY_FAT = 101, /// <summary> /// Pants Crotch - High and Tight 0--+255 Low and Loose /// </summary> PANTS_LOW_CROTCH = 102, /// <summary> /// Egg Head - Chin Heavy 0--+255 Forehead Heavy /// </summary> SHAPE_EGG_HEAD = 103, /// <summary> /// Head Stretch - Squash Head 0--+255 Stretch Head /// </summary> SHAPE_SQUASH_STRETCH_HEAD = 104, /// <summary> /// Torso Muscles - Less Muscular 0--+255 More Muscular /// </summary> SHAPE_TORSO_MUSCLES = 105, /// <summary> /// Outer Eye Corner - Corner Down 0--+255 Corner Up /// </summary> SHAPE_EYELID_CORNER_UP = 106, /// <summary> /// - Less Muscular 0--+255 More Muscular /// </summary> SHAPE_LEG_MUSCLES = 107, /// <summary> /// Lip Fullness - Less Full 0--+255 More Full /// </summary> SHAPE_TALL_LIPS = 108, /// <summary> /// Toe Thickness - Flat Toe 0--+255 Thick Toe /// </summary> SHOES_SHOE_TOE_THICK = 109, /// <summary> /// Crooked Nose - Nose Left 0--+255 Nose Right /// </summary> SHAPE_CROOKED_NOSE = 110, /// <summary> /// - Corner Down 0--+255 Corner Up /// </summary> SHAPE_MOUTH_CORNER = 111, /// <summary> /// - Shear Right Up 0--+255 Shear Left Up /// </summary> SHAPE_FACE_SHEAR = 112, /// <summary> /// Shift Mouth - Shift Left 0--+255 Shift Right /// </summary> SHAPE_SHIFT_MOUTH = 113, /// <summary> /// Eye Pop - Pop Right Eye 0--+255 Pop Left Eye /// </summary> SHAPE_POP_EYE = 114, /// <summary> /// Jaw Jut - Overbite 0--+255 Underbite /// </summary> SHAPE_JAW_JUT = 115, /// <summary> /// Shear Back - Full Back 0--+255 Sheared Back /// </summary> HAIR_HAIR_SHEAR_BACK = 116, /// <summary> /// - Small Hands 0--+255 Large Hands /// </summary> SHAPE_HAND_SIZE = 117, /// <summary> /// Love Handles - Less Love 0--+255 More Love /// </summary> SHAPE_LOVE_HANDLES = 118, SHAPE_TORSO_MUSCLES_119 = 119, /// <summary> /// Head Size - Small Head 0--+255 Big Head /// </summary> SHAPE_HEAD_SIZE = 120, /// <summary> /// - Skinny Neck 0--+255 Thick Neck /// </summary> SHAPE_NECK_THICKNESS = 121, /// <summary> /// Breast Cleavage - Separate 0--+255 Join /// </summary> SHAPE_BREAST_FEMALE_CLEAVAGE = 122, /// <summary> /// Pectorals - Big Pectorals 0--+255 Sunken Chest /// </summary> SHAPE_CHEST_MALE_NO_PECS = 123, /// <summary> /// Eye Size - Beady Eyes 0--+255 Anime Eyes /// </summary> SHAPE_EYE_SIZE = 124, /// <summary> /// - Short Legs 0--+255 Long Legs /// </summary> SHAPE_LEG_LENGTH = 125, /// <summary> /// - Short Arms 0--+255 Long arms /// </summary> SHAPE_ARM_LENGTH = 126, /// <summary> /// - Pink 0--+255 Black /// </summary> SKIN_LIPSTICK_COLOR = 127, /// <summary> /// - No Lipstick 0--+255 More Lipstick /// </summary> SKIN_LIPSTICK = 128, /// <summary> /// - No Lipgloss 0--+255 Glossy /// </summary> SKIN_LIPGLOSS = 129, /// <summary> /// - No Eyeliner 0--+255 Full Eyeliner /// </summary> SKIN_EYELINER = 130, /// <summary> /// - No Blush 0--+255 More Blush /// </summary> SKIN_BLUSH = 131, /// <summary> /// - Pink 0--+255 Orange /// </summary> SKIN_BLUSH_COLOR = 132, /// <summary> /// - Clear 0--+255 Opaque /// </summary> SKIN_OUT_SHDW_OPACITY = 133, /// <summary> /// - No Eyeshadow 0--+255 More Eyeshadow /// </summary> SKIN_OUTER_SHADOW = 134, /// <summary> /// - Light 0--+255 Dark /// </summary> SKIN_OUT_SHDW_COLOR = 135, /// <summary> /// - No Eyeshadow 0--+255 More Eyeshadow /// </summary> SKIN_INNER_SHADOW = 136, /// <summary> /// - No Polish 0--+255 Painted Nails /// </summary> SKIN_NAIL_POLISH = 137, /// <summary> /// - Clear 0--+255 Opaque /// </summary> SKIN_BLUSH_OPACITY = 138, /// <summary> /// - Light 0--+255 Dark /// </summary> SKIN_IN_SHDW_COLOR = 139, /// <summary> /// - Clear 0--+255 Opaque /// </summary> SKIN_IN_SHDW_OPACITY = 140, /// <summary> /// - Dark Green 0--+255 Black /// </summary> SKIN_EYELINER_COLOR = 141, /// <summary> /// - Pink 0--+255 Black /// </summary> SKIN_NAIL_POLISH_COLOR = 142, /// <summary> /// - Sparse 0--+255 Dense /// </summary> HAIR_EYEBROW_DENSITY = 143, /// <summary> /// - 5 O'Clock Shadow 0--+255 Bushy Hair /// </summary> HAIR_HAIR_THICKNESS = 144, /// <summary> /// Saddle Bags - Less Saddle 0--+255 More Saddle /// </summary> SHAPE_SADDLEBAGS = 145, /// <summary> /// Taper Back - Wide Back 0--+255 Narrow Back /// </summary> HAIR_HAIR_TAPER_BACK = 146, /// <summary> /// Taper Front - Wide Front 0--+255 Narrow Front /// </summary> HAIR_HAIR_TAPER_FRONT = 147, /// <summary> /// - Short Neck 0--+255 Long Neck /// </summary> SHAPE_NECK_LENGTH = 148, /// <summary> /// Eyebrow Height - Higher 0--+255 Lower /// </summary> HAIR_LOWER_EYEBROWS = 149, /// <summary> /// Lower Bridge - Low 0--+255 High /// </summary> SHAPE_LOWER_BRIDGE_NOSE = 150, /// <summary> /// Nostril Division - High 0--+255 Low /// </summary> SHAPE_LOW_SEPTUM_NOSE = 151, /// <summary> /// Jaw Angle - Low Jaw 0--+255 High Jaw /// </summary> SHAPE_JAW_ANGLE = 152, /// <summary> /// Shear Front - Full Front 0--+255 Sheared Front /// </summary> HAIR_HAIR_SHEAR_FRONT = 153, /// <summary> /// - Less Volume 0--+255 More Volume /// </summary> HAIR_HAIR_VOLUME = 154, /// <summary> /// Lip Cleft Depth - Shallow 0--+255 Deep /// </summary> SHAPE_LIP_CLEFT_DEEP = 155, /// <summary> /// Puffy Eyelids - Flat 0--+255 Puffy /// </summary> SHAPE_PUFFY_LOWER_LIDS = 156, /// <summary> /// - Sunken Eyes 0--+255 Bugged Eyes /// </summary> SHAPE_EYE_DEPTH = 157, /// <summary> /// - Flat Head 0--+255 Long Head /// </summary> SHAPE_HEAD_LENGTH = 158, /// <summary> /// - Less Freckles 0--+255 More Freckles /// </summary> SKIN_BODY_FRECKLES = 159, /// <summary> /// - Low 0--+255 High /// </summary> UNDERSHIRT_COLLAR_BACK = 160, JACKET_COLLAR_BACK_161 = 161, SHIRT_COLLAR_BACK_162 = 162, /// <summary> /// - Short Pigtails 0--+255 Long Pigtails /// </summary> HAIR_PIGTAILS = 163, /// <summary> /// - Short Ponytail 0--+255 Long Ponytail /// </summary> HAIR_PONYTAIL = 164, /// <summary> /// Butt Size - Flat Butt 0--+255 Big Butt /// </summary> SHAPE_BUTT_SIZE = 165, /// <summary> /// Ear Tips - Flat 0--+255 Pointy /// </summary> SHAPE_POINTY_EARS = 166, /// <summary> /// Lip Ratio - More Upper Lip 0--+255 More Lower Lip /// </summary> SHAPE_LIP_RATIO = 167, SHIRT_SLEEVE_LENGTH_168 = 168, /// <summary> /// - Short 0--+255 Long /// </summary> SHIRT_SHIRT_BOTTOM = 169, SHIRT_COLLAR_FRONT_170 = 170, SHIRT_SHIRT_RED = 171, SHIRT_SHIRT_GREEN = 172, SHIRT_SHIRT_BLUE = 173, PANTS_PANTS_RED = 174, PANTS_PANTS_GREEN = 175, PANTS_PANTS_BLUE = 176, SHOES_SHOES_RED = 177, SHOES_SHOES_GREEN = 178, /// <summary> /// - Low 0--+255 High /// </summary> PANTS_WAIST_HEIGHT = 179, PANTS_PANTS_LENGTH_180 = 180, /// <summary> /// Pants Fit - Tight Pants 0--+255 Loose Pants /// </summary> PANTS_LOOSE_LOWER_CLOTHING = 181, SHOES_SHOES_BLUE = 182, SOCKS_SOCKS_RED = 183, SOCKS_SOCKS_GREEN = 184, SOCKS_SOCKS_BLUE = 185, UNDERSHIRT_UNDERSHIRT_RED = 186, UNDERSHIRT_UNDERSHIRT_GREEN = 187, UNDERSHIRT_UNDERSHIRT_BLUE = 188, UNDERPANTS_UNDERPANTS_RED = 189, UNDERPANTS_UNDERPANTS_GREEN = 190, UNDERPANTS_UNDERPANTS_BLUE = 191, GLOVES_GLOVES_RED = 192, /// <summary> /// Shirt Fit - Tight Shirt 0--+255 Loose Shirt /// </summary> SHIRT_LOOSE_UPPER_CLOTHING = 193, GLOVES_GLOVES_GREEN = 194, GLOVES_GLOVES_BLUE = 195, JACKET_JACKET_RED = 196, JACKET_JACKET_GREEN = 197, JACKET_JACKET_BLUE = 198, /// <summary> /// Sleeve Looseness - Tight Sleeves 0--+255 Loose Sleeves /// </summary> SHIRT_SHIRTSLEEVE_FLAIR = 199, /// <summary> /// Knee Angle - Knock Kneed 0--+255 Bow Legged /// </summary> SHAPE_BOWED_LEGS = 200, /// <summary> /// - Short hips 0--+255 Long Hips /// </summary> SHAPE_HIP_LENGTH = 201, /// <summary> /// - Fingerless 0--+255 Fingers /// </summary> GLOVES_GLOVE_FINGERS = 202, /// <summary> /// bustle skirt - no bustle 0--+255 more bustle /// </summary> SKIRT_SKIRT_BUSTLE = 203, /// <summary> /// - Short 0--+255 Long /// </summary> SKIRT_SKIRT_LENGTH = 204, /// <summary> /// - Open Front 0--+255 Closed Front /// </summary> SKIRT_SLIT_FRONT = 205, /// <summary> /// - Open Back 0--+255 Closed Back /// </summary> SKIRT_SLIT_BACK = 206, /// <summary> /// - Open Left 0--+255 Closed Left /// </summary> SKIRT_SLIT_LEFT = 207, /// <summary> /// - Open Right 0--+255 Closed Right /// </summary> SKIRT_SLIT_RIGHT = 208, /// <summary> /// Skirt Fit - Tight Skirt 0--+255 Poofy Skirt /// </summary> SKIRT_SKIRT_LOOSENESS = 209, SHIRT_SHIRT_WRINKLES = 210, PANTS_PANTS_WRINKLES = 211, /// <summary> /// Jacket Wrinkles - No Wrinkles 0--+255 Wrinkles /// </summary> JACKET_JACKET_WRINKLES = 212, /// <summary> /// Package - Coin Purse 0--+255 Duffle Bag /// </summary> SHAPE_MALE_PACKAGE = 213, /// <summary> /// Inner Eye Corner - Corner Down 0--+255 Corner Up /// </summary> SHAPE_EYELID_INNER_CORNER_UP = 214, SKIRT_SKIRT_RED = 215, SKIRT_SKIRT_GREEN = 216, SKIRT_SKIRT_BLUE = 217 } #endregion } }