/*
* 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
{
///
/// Contains the Avatar's Appearance and methods to manipulate the appearance.
///
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> 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>();
}
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>();
}
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>();
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>();
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;
}
///
/// Invalidate all of the baked textures in the appearance, useful
/// if you know that none are valid
///
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);
}
///
/// Set up appearance texture ids.
///
///
/// True if any existing texture id was changed by the new data.
/// False if there were no changes or no existing texture ids.
///
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;
}
///
/// Set up visual parameters for the avatar and refresh the avatar height
///
///
/// True if any existing visual parameter was changed by the new data.
/// False if there were no changes or no existing visual parameters.
///
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);
}
///
/// Set avatar height by a calculation based on their visual parameters.
///
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
///
/// Get a list of the attachments.
///
///
/// There may be duplicate attachpoints
///
public List GetAttachments()
{
List alist = new List();
lock (m_attachments)
{
foreach (KeyValuePair> 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();
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();
m_attachments[attach.AttachPoint].Add(attach);
}
}
///
/// Set an attachment
///
///
/// 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
///
///
/// If UUID.Zero, then an any attachment at the attachpoint is removed.
///
///
/// return true if something actually changed
///
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;
lock (m_attachments)
{
if (item == UUID.Zero)
{
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)
{
// m_log.DebugFormat(
// "[AVATAR APPEARANCE]: Found existing attachment for {0}, asset {1} at point {2}",
// existingAttachment.ItemID, existingAttachment.AssetID, existingAttachment.AttachPoint);
if (existingAttachment.AssetID != UUID.Zero && existingAttachment.AttachPoint == (attachpoint & 0x7F))
{
m_log.DebugFormat(
"[AVATAR APPEARANCE]: Ignoring attempt to attach an already attached item {0} at point {1}",
item, attachpoint);
return false;
}
else
{
// Remove it here so that the later append does not add a second attachment but we still update
// the assetID
DetachAttachment(existingAttachment.ItemID);
}
}
// 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;
}
///
/// If the item is already attached, return it.
///
///
/// Returns null if this item is not attached.
public AvatarAttachment GetAttachmentForItem(UUID itemID)
{
lock (m_attachments)
{
foreach (KeyValuePair> 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> 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> kvp in m_attachments)
{
int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; });
if (index >= 0)
{
// m_log.DebugFormat(
// "[AVATAR APPEARANCE]: Detaching attachment {0}, index {1}, point {2}",
// m_attachments[kvp.Key][index].ItemID, index, m_attachments[kvp.Key][index].AttachPoint);
// 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
///
/// Create an OSDMap from the appearance data
///
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 attachments = GetAttachments();
OSDArray attachs = new OSDArray(attachments.Count);
foreach (AvatarAttachment attach in GetAttachments())
attachs.Add(attach.Pack());
data["attachments"] = attachs;
return data;
}
///
/// Unpack and OSDMap and initialize the appearance
/// from it
///
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>();
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
///
/// Viewer Params Array Element for AgentSetAppearance
/// Generated from LibOMV's Visual Params list
///
public enum VPElement : int
{
///
/// Brow Size - Small 0--+255 Large
///
SHAPE_BIG_BROW = 0,
///
/// Nose Size - Small 0--+255 Large
///
SHAPE_NOSE_BIG_OUT = 1,
///
/// Nostril Width - Narrow 0--+255 Broad
///
SHAPE_BROAD_NOSTRILS = 2,
///
/// Chin Cleft - Round 0--+255 Cleft
///
SHAPE_CLEFT_CHIN = 3,
///
/// Nose Tip Shape - Pointy 0--+255 Bulbous
///
SHAPE_BULBOUS_NOSE_TIP = 4,
///
/// Chin Angle - Chin Out 0--+255 Chin In
///
SHAPE_WEAK_CHIN = 5,
///
/// Chin-Neck - Tight Chin 0--+255 Double Chin
///
SHAPE_DOUBLE_CHIN = 6,
///
/// Lower Cheeks - Well-Fed 0--+255 Sunken
///
SHAPE_SUNKEN_CHEEKS = 7,
///
/// Upper Bridge - Low 0--+255 High
///
SHAPE_NOBLE_NOSE_BRIDGE = 8,
///
/// - Less 0--+255 More
///
SHAPE_JOWLS = 9,
///
/// Upper Chin Cleft - Round 0--+255 Cleft
///
SHAPE_CLEFT_CHIN_UPPER = 10,
///
/// Cheek Bones - Low 0--+255 High
///
SHAPE_HIGH_CHEEK_BONES = 11,
///
/// Ear Angle - In 0--+255 Out
///
SHAPE_EARS_OUT = 12,
///
/// Eyebrow Points - Smooth 0--+255 Pointy
///
HAIR_POINTY_EYEBROWS = 13,
///
/// Jaw Shape - Pointy 0--+255 Square
///
SHAPE_SQUARE_JAW = 14,
///
/// Upper Cheeks - Thin 0--+255 Puffy
///
SHAPE_PUFFY_UPPER_CHEEKS = 15,
///
/// Nose Tip Angle - Downturned 0--+255 Upturned
///
SHAPE_UPTURNED_NOSE_TIP = 16,
///
/// Nose Thickness - Thin Nose 0--+255 Bulbous Nose
///
SHAPE_BULBOUS_NOSE = 17,
///
/// Upper Eyelid Fold - Uncreased 0--+255 Creased
///
SHAPE_UPPER_EYELID_FOLD = 18,
///
/// Attached Earlobes - Unattached 0--+255 Attached
///
SHAPE_ATTACHED_EARLOBES = 19,
///
/// Eye Bags - Smooth 0--+255 Baggy
///
SHAPE_BAGGY_EYES = 20,
///
/// Eye Opening - Narrow 0--+255 Wide
///
SHAPE_WIDE_EYES = 21,
///
/// Lip Cleft - Narrow 0--+255 Wide
///
SHAPE_WIDE_LIP_CLEFT = 22,
///
/// Bridge Width - Narrow 0--+255 Wide
///
SHAPE_WIDE_NOSE_BRIDGE = 23,
///
/// Eyebrow Arc - Flat 0--+255 Arced
///
HAIR_ARCED_EYEBROWS = 24,
///
/// Height - Short 0--+255 Tall
///
SHAPE_HEIGHT = 25,
///
/// Body Thickness - Body Thin 0--+255 Body Thick
///
SHAPE_THICKNESS = 26,
///
/// Ear Size - Small 0--+255 Large
///
SHAPE_BIG_EARS = 27,
///
/// Shoulders - Narrow 0--+255 Broad
///
SHAPE_SHOULDERS = 28,
///
/// Hip Width - Narrow 0--+255 Wide
///
SHAPE_HIP_WIDTH = 29,
///
/// - Short Torso 0--+255 Long Torso
///
SHAPE_TORSO_LENGTH = 30,
SHAPE_MALE = 31,
///
/// - Short 0--+255 Long
///
GLOVES_GLOVE_LENGTH = 32,
///
/// - Darker 0--+255 Lighter
///
EYES_EYE_LIGHTNESS = 33,
///
/// - Natural 0--+255 Unnatural
///
EYES_EYE_COLOR = 34,
///
/// - Small 0--+255 Large
///
SHAPE_BREAST_SIZE = 35,
///
/// - None 0--+255 Wild
///
SKIN_RAINBOW_COLOR = 36,
///
/// Ruddiness - Pale 0--+255 Ruddy
///
SKIN_RED_SKIN = 37,
///
/// - Light 0--+255 Dark
///
SKIN_PIGMENT = 38,
HAIR_RAINBOW_COLOR_39 = 39,
///
/// - No Red 0--+255 Very Red
///
HAIR_RED_HAIR = 40,
///
/// - Black 0--+255 Blonde
///
HAIR_BLONDE_HAIR = 41,
///
/// - No White 0--+255 All White
///
HAIR_WHITE_HAIR = 42,
///
/// - Less Rosy 0--+255 More Rosy
///
SKIN_ROSY_COMPLEXION = 43,
///
/// - Darker 0--+255 Pinker
///
SKIN_LIP_PINKNESS = 44,
///
/// - Thin Eyebrows 0--+255 Bushy Eyebrows
///
HAIR_EYEBROW_SIZE = 45,
///
/// - Short 0--+255 Long
///
HAIR_FRONT_FRINGE = 46,
///
/// - Short 0--+255 Long
///
HAIR_SIDE_FRINGE = 47,
///
/// - Short 0--+255 Long
///
HAIR_BACK_FRINGE = 48,
///
/// - Short 0--+255 Long
///
HAIR_HAIR_FRONT = 49,
///
/// - Short 0--+255 Long
///
HAIR_HAIR_SIDES = 50,
///
/// - Short 0--+255 Long
///
HAIR_HAIR_BACK = 51,
///
/// - Sweep Forward 0--+255 Sweep Back
///
HAIR_HAIR_SWEEP = 52,
///
/// - Left 0--+255 Right
///
HAIR_HAIR_TILT = 53,
///
/// Middle Part - No Part 0--+255 Part
///
HAIR_HAIR_PART_MIDDLE = 54,
///
/// Right Part - No Part 0--+255 Part
///
HAIR_HAIR_PART_RIGHT = 55,
///
/// Left Part - No Part 0--+255 Part
///
HAIR_HAIR_PART_LEFT = 56,
///
/// Full Hair Sides - Mowhawk 0--+255 Full Sides
///
HAIR_HAIR_SIDES_FULL = 57,
///
/// - Less 0--+255 More
///
SKIN_BODY_DEFINITION = 58,
///
/// Lip Width - Narrow Lips 0--+255 Wide Lips
///
SHAPE_LIP_WIDTH = 59,
///
/// - Small 0--+255 Big
///
SHAPE_BELLY_SIZE = 60,
///
/// - Less 0--+255 More
///
SKIN_FACIAL_DEFINITION = 61,
///
/// - Less 0--+255 More
///
SKIN_WRINKLES = 62,
///
/// - Less 0--+255 More
///
SKIN_FRECKLES = 63,
///
/// - Short Sideburns 0--+255 Mutton Chops
///
HAIR_SIDEBURNS = 64,
///
/// - Chaplin 0--+255 Handlebars
///
HAIR_MOUSTACHE = 65,
///
/// - Less soul 0--+255 More soul
///
HAIR_SOULPATCH = 66,
///
/// - Less Curtains 0--+255 More Curtains
///
HAIR_CHIN_CURTAINS = 67,
///
/// Rumpled Hair - Smooth Hair 0--+255 Rumpled Hair
///
HAIR_HAIR_RUMPLED = 68,
///
/// Big Hair Front - Less 0--+255 More
///
HAIR_HAIR_BIG_FRONT = 69,
///
/// Big Hair Top - Less 0--+255 More
///
HAIR_HAIR_BIG_TOP = 70,
///
/// Big Hair Back - Less 0--+255 More
///
HAIR_HAIR_BIG_BACK = 71,
///
/// Spiked Hair - No Spikes 0--+255 Big Spikes
///
HAIR_HAIR_SPIKED = 72,
///
/// Chin Depth - Shallow 0--+255 Deep
///
SHAPE_DEEP_CHIN = 73,
///
/// Part Bangs - No Part 0--+255 Part Bangs
///
HAIR_BANGS_PART_MIDDLE = 74,
///
/// Head Shape - More Square 0--+255 More Round
///
SHAPE_HEAD_SHAPE = 75,
///
/// Eye Spacing - Close Set Eyes 0--+255 Far Set Eyes
///
SHAPE_EYE_SPACING = 76,
///
/// - Low Heels 0--+255 High Heels
///
SHOES_HEEL_HEIGHT = 77,
///
/// - Low Platforms 0--+255 High Platforms
///
SHOES_PLATFORM_HEIGHT = 78,
///
/// - Thin Lips 0--+255 Fat Lips
///
SHAPE_LIP_THICKNESS = 79,
///
/// Mouth Position - High 0--+255 Low
///
SHAPE_MOUTH_HEIGHT = 80,
///
/// Breast Buoyancy - Less Gravity 0--+255 More Gravity
///
SHAPE_BREAST_GRAVITY = 81,
///
/// Platform Width - Narrow 0--+255 Wide
///
SHOES_SHOE_PLATFORM_WIDTH = 82,
///
/// - Pointy Heels 0--+255 Thick Heels
///
SHOES_HEEL_SHAPE = 83,
///
/// - Pointy 0--+255 Square
///
SHOES_TOE_SHAPE = 84,
///
/// Foot Size - Small 0--+255 Big
///
SHAPE_FOOT_SIZE = 85,
///
/// Nose Width - Narrow 0--+255 Wide
///
SHAPE_WIDE_NOSE = 86,
///
/// Eyelash Length - Short 0--+255 Long
///
SHAPE_EYELASHES_LONG = 87,
///
/// - Short 0--+255 Long
///
UNDERSHIRT_SLEEVE_LENGTH = 88,
///
/// - Short 0--+255 Long
///
UNDERSHIRT_BOTTOM = 89,
///
/// - Low 0--+255 High
///
UNDERSHIRT_COLLAR_FRONT = 90,
JACKET_SLEEVE_LENGTH_91 = 91,
JACKET_COLLAR_FRONT_92 = 92,
///
/// Jacket Length - Short 0--+255 Long
///
JACKET_BOTTOM_LENGTH_LOWER = 93,
///
/// Open Front - Open 0--+255 Closed
///
JACKET_OPEN_JACKET = 94,
///
/// - Short 0--+255 Tall
///
SHOES_SHOE_HEIGHT = 95,
///
/// - Short 0--+255 Long
///
SOCKS_SOCKS_LENGTH = 96,
///
/// - Short 0--+255 Long
///
UNDERPANTS_PANTS_LENGTH = 97,
///
/// - Low 0--+255 High
///
UNDERPANTS_PANTS_WAIST = 98,
///
/// Cuff Flare - Tight Cuffs 0--+255 Flared Cuffs
///
PANTS_LEG_PANTFLAIR = 99,
///
/// - More Vertical 0--+255 More Sloped
///
SHAPE_FOREHEAD_ANGLE = 100,
///
/// - Less Body Fat 0--+255 More Body Fat
///
SHAPE_BODY_FAT = 101,
///
/// Pants Crotch - High and Tight 0--+255 Low and Loose
///
PANTS_LOW_CROTCH = 102,
///
/// Egg Head - Chin Heavy 0--+255 Forehead Heavy
///
SHAPE_EGG_HEAD = 103,
///
/// Head Stretch - Squash Head 0--+255 Stretch Head
///
SHAPE_SQUASH_STRETCH_HEAD = 104,
///
/// Torso Muscles - Less Muscular 0--+255 More Muscular
///
SHAPE_TORSO_MUSCLES = 105,
///
/// Outer Eye Corner - Corner Down 0--+255 Corner Up
///
SHAPE_EYELID_CORNER_UP = 106,
///
/// - Less Muscular 0--+255 More Muscular
///
SHAPE_LEG_MUSCLES = 107,
///
/// Lip Fullness - Less Full 0--+255 More Full
///
SHAPE_TALL_LIPS = 108,
///
/// Toe Thickness - Flat Toe 0--+255 Thick Toe
///
SHOES_SHOE_TOE_THICK = 109,
///
/// Crooked Nose - Nose Left 0--+255 Nose Right
///
SHAPE_CROOKED_NOSE = 110,
///
/// - Corner Down 0--+255 Corner Up
///
SHAPE_MOUTH_CORNER = 111,
///
/// - Shear Right Up 0--+255 Shear Left Up
///
SHAPE_FACE_SHEAR = 112,
///
/// Shift Mouth - Shift Left 0--+255 Shift Right
///
SHAPE_SHIFT_MOUTH = 113,
///
/// Eye Pop - Pop Right Eye 0--+255 Pop Left Eye
///
SHAPE_POP_EYE = 114,
///
/// Jaw Jut - Overbite 0--+255 Underbite
///
SHAPE_JAW_JUT = 115,
///
/// Shear Back - Full Back 0--+255 Sheared Back
///
HAIR_HAIR_SHEAR_BACK = 116,
///
/// - Small Hands 0--+255 Large Hands
///
SHAPE_HAND_SIZE = 117,
///
/// Love Handles - Less Love 0--+255 More Love
///
SHAPE_LOVE_HANDLES = 118,
SHAPE_TORSO_MUSCLES_119 = 119,
///
/// Head Size - Small Head 0--+255 Big Head
///
SHAPE_HEAD_SIZE = 120,
///
/// - Skinny Neck 0--+255 Thick Neck
///
SHAPE_NECK_THICKNESS = 121,
///
/// Breast Cleavage - Separate 0--+255 Join
///
SHAPE_BREAST_FEMALE_CLEAVAGE = 122,
///
/// Pectorals - Big Pectorals 0--+255 Sunken Chest
///
SHAPE_CHEST_MALE_NO_PECS = 123,
///
/// Eye Size - Beady Eyes 0--+255 Anime Eyes
///
SHAPE_EYE_SIZE = 124,
///
/// - Short Legs 0--+255 Long Legs
///
SHAPE_LEG_LENGTH = 125,
///
/// - Short Arms 0--+255 Long arms
///
SHAPE_ARM_LENGTH = 126,
///
/// - Pink 0--+255 Black
///
SKIN_LIPSTICK_COLOR = 127,
///
/// - No Lipstick 0--+255 More Lipstick
///
SKIN_LIPSTICK = 128,
///
/// - No Lipgloss 0--+255 Glossy
///
SKIN_LIPGLOSS = 129,
///
/// - No Eyeliner 0--+255 Full Eyeliner
///
SKIN_EYELINER = 130,
///
/// - No Blush 0--+255 More Blush
///
SKIN_BLUSH = 131,
///
/// - Pink 0--+255 Orange
///
SKIN_BLUSH_COLOR = 132,
///
/// - Clear 0--+255 Opaque
///
SKIN_OUT_SHDW_OPACITY = 133,
///
/// - No Eyeshadow 0--+255 More Eyeshadow
///
SKIN_OUTER_SHADOW = 134,
///
/// - Light 0--+255 Dark
///
SKIN_OUT_SHDW_COLOR = 135,
///
/// - No Eyeshadow 0--+255 More Eyeshadow
///
SKIN_INNER_SHADOW = 136,
///
/// - No Polish 0--+255 Painted Nails
///
SKIN_NAIL_POLISH = 137,
///
/// - Clear 0--+255 Opaque
///
SKIN_BLUSH_OPACITY = 138,
///
/// - Light 0--+255 Dark
///
SKIN_IN_SHDW_COLOR = 139,
///
/// - Clear 0--+255 Opaque
///
SKIN_IN_SHDW_OPACITY = 140,
///
/// - Dark Green 0--+255 Black
///
SKIN_EYELINER_COLOR = 141,
///
/// - Pink 0--+255 Black
///
SKIN_NAIL_POLISH_COLOR = 142,
///
/// - Sparse 0--+255 Dense
///
HAIR_EYEBROW_DENSITY = 143,
///
/// - 5 O'Clock Shadow 0--+255 Bushy Hair
///
HAIR_HAIR_THICKNESS = 144,
///
/// Saddle Bags - Less Saddle 0--+255 More Saddle
///
SHAPE_SADDLEBAGS = 145,
///
/// Taper Back - Wide Back 0--+255 Narrow Back
///
HAIR_HAIR_TAPER_BACK = 146,
///
/// Taper Front - Wide Front 0--+255 Narrow Front
///
HAIR_HAIR_TAPER_FRONT = 147,
///
/// - Short Neck 0--+255 Long Neck
///
SHAPE_NECK_LENGTH = 148,
///
/// Eyebrow Height - Higher 0--+255 Lower
///
HAIR_LOWER_EYEBROWS = 149,
///
/// Lower Bridge - Low 0--+255 High
///
SHAPE_LOWER_BRIDGE_NOSE = 150,
///
/// Nostril Division - High 0--+255 Low
///
SHAPE_LOW_SEPTUM_NOSE = 151,
///
/// Jaw Angle - Low Jaw 0--+255 High Jaw
///
SHAPE_JAW_ANGLE = 152,
///
/// Shear Front - Full Front 0--+255 Sheared Front
///
HAIR_HAIR_SHEAR_FRONT = 153,
///
/// - Less Volume 0--+255 More Volume
///
HAIR_HAIR_VOLUME = 154,
///
/// Lip Cleft Depth - Shallow 0--+255 Deep
///
SHAPE_LIP_CLEFT_DEEP = 155,
///
/// Puffy Eyelids - Flat 0--+255 Puffy
///
SHAPE_PUFFY_LOWER_LIDS = 156,
///
/// - Sunken Eyes 0--+255 Bugged Eyes
///
SHAPE_EYE_DEPTH = 157,
///
/// - Flat Head 0--+255 Long Head
///
SHAPE_HEAD_LENGTH = 158,
///
/// - Less Freckles 0--+255 More Freckles
///
SKIN_BODY_FRECKLES = 159,
///
/// - Low 0--+255 High
///
UNDERSHIRT_COLLAR_BACK = 160,
JACKET_COLLAR_BACK_161 = 161,
SHIRT_COLLAR_BACK_162 = 162,
///
/// - Short Pigtails 0--+255 Long Pigtails
///
HAIR_PIGTAILS = 163,
///
/// - Short Ponytail 0--+255 Long Ponytail
///
HAIR_PONYTAIL = 164,
///
/// Butt Size - Flat Butt 0--+255 Big Butt
///
SHAPE_BUTT_SIZE = 165,
///
/// Ear Tips - Flat 0--+255 Pointy
///
SHAPE_POINTY_EARS = 166,
///
/// Lip Ratio - More Upper Lip 0--+255 More Lower Lip
///
SHAPE_LIP_RATIO = 167,
SHIRT_SLEEVE_LENGTH_168 = 168,
///
/// - Short 0--+255 Long
///
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,
///
/// - Low 0--+255 High
///
PANTS_WAIST_HEIGHT = 179,
PANTS_PANTS_LENGTH_180 = 180,
///
/// Pants Fit - Tight Pants 0--+255 Loose Pants
///
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,
///
/// Shirt Fit - Tight Shirt 0--+255 Loose Shirt
///
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,
///
/// Sleeve Looseness - Tight Sleeves 0--+255 Loose Sleeves
///
SHIRT_SHIRTSLEEVE_FLAIR = 199,
///
/// Knee Angle - Knock Kneed 0--+255 Bow Legged
///
SHAPE_BOWED_LEGS = 200,
///
/// - Short hips 0--+255 Long Hips
///
SHAPE_HIP_LENGTH = 201,
///
/// - Fingerless 0--+255 Fingers
///
GLOVES_GLOVE_FINGERS = 202,
///
/// bustle skirt - no bustle 0--+255 more bustle
///
SKIRT_SKIRT_BUSTLE = 203,
///
/// - Short 0--+255 Long
///
SKIRT_SKIRT_LENGTH = 204,
///
/// - Open Front 0--+255 Closed Front
///
SKIRT_SLIT_FRONT = 205,
///
/// - Open Back 0--+255 Closed Back
///
SKIRT_SLIT_BACK = 206,
///
/// - Open Left 0--+255 Closed Left
///
SKIRT_SLIT_LEFT = 207,
///
/// - Open Right 0--+255 Closed Right
///
SKIRT_SLIT_RIGHT = 208,
///
/// Skirt Fit - Tight Skirt 0--+255 Poofy Skirt
///
SKIRT_SKIRT_LOOSENESS = 209,
SHIRT_SHIRT_WRINKLES = 210,
PANTS_PANTS_WRINKLES = 211,
///
/// Jacket Wrinkles - No Wrinkles 0--+255 Wrinkles
///
JACKET_JACKET_WRINKLES = 212,
///
/// Package - Coin Purse 0--+255 Duffle Bag
///
SHAPE_MALE_PACKAGE = 213,
///
/// Inner Eye Corner - Corner Down 0--+255 Corner Up
///
SHAPE_EYELID_INNER_CORNER_UP = 214,
SKIRT_SKIRT_RED = 215,
SKIRT_SKIRT_GREEN = 216,
SKIRT_SKIRT_BLUE = 217
}
#endregion
}
}