/* * 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.Text; using System.Runtime.InteropServices; using System.Security.Cryptography; // for computing md5 hash using OpenSim.Framework; using OpenMetaverse; using OpenMetaverse.StructuredData; namespace OpenSim.Region.Framework.Scenes { public static class SOPMaterialData { public enum SopMaterial : int // redundante and not in use for now { Stone = 0, Metal = 1, Glass = 2, Wood = 3, Flesh = 4, Plastic = 5, Rubber = 6, light = 7 // compatibility with old viewers } private struct MaterialData { public float friction; public float bounce; public MaterialData(float f, float b) { friction = f; bounce = b; } } private static MaterialData[] m_materialdata = { new MaterialData(0.8f,0.4f), // Stone new MaterialData(0.3f,0.4f), // Metal new MaterialData(0.2f,0.7f), // Glass new MaterialData(0.6f,0.5f), // Wood new MaterialData(0.9f,0.3f), // Flesh new MaterialData(0.4f,0.7f), // Plastic new MaterialData(0.9f,0.95f), // Rubber new MaterialData(0.0f,0.0f) // light ?? }; public static Material MaxMaterial { get { return (Material)(m_materialdata.Length - 1); } } public static float friction(Material material) { int indx = (int)material; if (indx < m_materialdata.Length) return (m_materialdata[indx].friction); else return 0; } public static float bounce(Material material) { int indx = (int)material; if (indx < m_materialdata.Length) return (m_materialdata[indx].bounce); else return 0; } } [StructLayout(LayoutKind.Sequential)] public class FaceMaterial { // ll material data public byte DiffuseAlphaMode = 1; public byte AlphaMaskCutoff = 0; public byte SpecularLightExponent = 51; public byte EnvironmentIntensity = 0; // need to have 4 bytes here public float NormalOffsetX = 0.0f; public float NormalOffsetY = 0.0f; public float NormalRepeatX = 1.0f; public float NormalRepeatY = 1.0f; public float NormalRotation = 0.0f; public float SpecularOffsetX = 0.0f; public float SpecularOffsetY = 0.0f; public float SpecularRepeatX = 1.0f; public float SpecularRepeatY = 1.0f; public float SpecularRotation = 0.0f; public byte SpecularLightColorR = 255; public byte SpecularLightColorG = 255; public byte SpecularLightColorB = 255; public byte SpecularLightColorA = 255; // data size 12 ints so far public UUID NormalMapID = UUID.Zero; public UUID SpecularMapID = UUID.Zero; // other data public UUID ID; private int inthash; private bool validinthash; public FaceMaterial() { } public FaceMaterial(FaceMaterial other) { if(other == null) return; DiffuseAlphaMode = other.DiffuseAlphaMode; AlphaMaskCutoff = other.AlphaMaskCutoff; SpecularLightExponent = other.SpecularLightExponent; EnvironmentIntensity = other.EnvironmentIntensity; NormalOffsetX = other.NormalOffsetX; NormalOffsetY = other.NormalOffsetY; NormalRepeatX = other.NormalRepeatX; NormalRepeatY = other.NormalRepeatY; NormalRotation = other.NormalRotation; SpecularOffsetX = other.SpecularOffsetX; SpecularOffsetY = other.SpecularOffsetY; SpecularRepeatX = other.SpecularRepeatX; SpecularRepeatY = other.SpecularRepeatY; SpecularRotation = other.SpecularRotation; SpecularLightColorR = other.SpecularLightColorR; SpecularLightColorG = other.SpecularLightColorG; SpecularLightColorB = other.SpecularLightColorB; NormalMapID = other.NormalMapID; SpecularMapID = other.SpecularMapID; } public FaceMaterial(OSDMap mat) { if(mat == null) return; const float scale = 0.0001f; NormalMapID = mat["NormMap"].AsUUID(); NormalOffsetX = scale * (float)mat["NormOffsetX"].AsReal(); NormalOffsetY = scale * (float)mat["NormOffsetY"].AsReal(); NormalRepeatX = scale * (float)mat["NormRepeatX"].AsReal(); NormalRepeatY = scale * (float)mat["NormRepeatY"].AsReal(); NormalRotation = scale * (float)mat["NormRotation"].AsReal(); SpecularMapID = mat["SpecMap"].AsUUID(); SpecularOffsetX = scale * (float)mat["SpecOffsetX"].AsReal(); SpecularOffsetY = scale * (float)mat["SpecOffsetY"].AsReal(); SpecularRepeatX = scale * (float)mat["SpecRepeatX"].AsReal(); SpecularRepeatY = scale * (float)mat["SpecRepeatY"].AsReal(); SpecularRotation = scale * (float)mat["SpecRotation"].AsReal(); Color4 SpecularLightColortmp = mat["SpecColor"].AsColor4(); // we can read as color4 SpecularLightColorR = (byte)(SpecularLightColortmp.R); SpecularLightColorG = (byte)(SpecularLightColortmp.G); SpecularLightColorB = (byte)(SpecularLightColortmp.B); SpecularLightExponent = (Byte)mat["SpecExp"].AsUInteger(); EnvironmentIntensity = (Byte)mat["EnvIntensity"].AsUInteger(); DiffuseAlphaMode = (Byte)mat["DiffuseAlphaMode"].AsUInteger(); AlphaMaskCutoff = (Byte)mat["AlphaMaskCutoff"].AsUInteger(); } public void genID() { string lslx = toLLSDxml(); Byte[] data = System.Text.Encoding.ASCII.GetBytes(lslx); using (var md5 = MD5.Create()) ID = new UUID(md5.ComputeHash(data), 0); } public unsafe override int GetHashCode() { if(!validinthash) { unchecked { // if you don't like this, don't read... int* ptr; fixed(byte* ptrbase = &DiffuseAlphaMode) { ptr = (int*)ptrbase; inthash = *ptr; for(int i = 0; i < 11; i++) inthash ^= *ptr++; } fixed(Guid* ptrbase = &NormalMapID.Guid) { ptr = (int*)ptrbase; for(int i = 0; i < 16; i++) inthash ^= ptr[i]; } fixed(Guid* ptrbase = &SpecularMapID.Guid) { ptr = (int*)ptrbase; for(int i = 0; i < 16; i++) inthash ^= ptr[i]; } } validinthash = true; } return inthash; } public override bool Equals(Object o) { if(o == null || !(o is FaceMaterial)) return false; FaceMaterial other = (FaceMaterial)o; return ( DiffuseAlphaMode == other.DiffuseAlphaMode && AlphaMaskCutoff == other.AlphaMaskCutoff && SpecularLightExponent == other.SpecularLightExponent && EnvironmentIntensity == other.EnvironmentIntensity && NormalMapID == other.NormalMapID && NormalOffsetX == other.NormalOffsetX && NormalOffsetY == other.NormalOffsetY && NormalRepeatX == other.NormalRepeatX && NormalRepeatY == other.NormalRepeatY && NormalRotation == other.NormalRotation && SpecularMapID == other.SpecularMapID && SpecularOffsetX == other.SpecularOffsetX && SpecularOffsetY == other.SpecularOffsetY && SpecularRepeatX == other.SpecularRepeatX && SpecularRepeatY == other.SpecularRepeatY && SpecularRotation == other.SpecularRotation && SpecularLightColorR == other.SpecularLightColorR && SpecularLightColorG == other.SpecularLightColorG && SpecularLightColorB == other.SpecularLightColorB ); } public OSDMap toOSD() { OSDMap mat = new OSDMap(); float scale = 10000f; mat["NormMap"] = NormalMapID; mat["NormOffsetX"] = (int) (scale * NormalOffsetX); mat["NormOffsetY"] = (int) (scale * NormalOffsetY); mat["NormRepeatX"] = (int) (scale * NormalRepeatX); mat["NormRepeatY"] = (int) (scale * NormalRepeatY); mat["NormRotation"] = (int) (scale * NormalRotation); mat["SpecMap"] = SpecularMapID; mat["SpecOffsetX"] = (int) (scale * SpecularOffsetX); mat["SpecOffsetY"] = (int) (scale * SpecularOffsetY); mat["SpecRepeatX"] = (int) (scale * SpecularRepeatX); mat["SpecRepeatY"] = (int) (scale * SpecularRepeatY); mat["SpecRotation"] = (int) (scale * SpecularRotation); OSDArray carray = new OSDArray(4); carray.Add(SpecularLightColorR); carray.Add(SpecularLightColorG); carray.Add(SpecularLightColorB); carray.Add(255); // solid color mat["SpecColor"] = carray; mat["SpecExp"] = SpecularLightExponent; mat["EnvIntensity"] = EnvironmentIntensity; mat["DiffuseAlphaMode"] = DiffuseAlphaMode; mat["AlphaMaskCutoff"] = AlphaMaskCutoff; return mat; } public string toLLSDxml(StringBuilder sb = null) { const float scale = 10000f; bool fullLLSD = false; if(sb == null) { sb = LLSDxmlEncode.Start(1024,false); fullLLSD = true; } LLSDxmlEncode.AddMap(sb); LLSDxmlEncode.AddElem("NormMap", NormalMapID, sb); LLSDxmlEncode.AddElem("NormOffsetX", (int) (scale * NormalOffsetX + 0.5f), sb); LLSDxmlEncode.AddElem("NormOffsetY", (int) (scale * NormalOffsetY + 0.5f), sb); LLSDxmlEncode.AddElem("NormRepeatX", (int) (scale * NormalRepeatX + 0.5f), sb); LLSDxmlEncode.AddElem("NormRepeatY", (int) (scale * NormalRepeatY + 0.5f), sb); LLSDxmlEncode.AddElem("NormRotation", (int) (scale * NormalRotation + 0.5f), sb); LLSDxmlEncode.AddElem("SpecMap", SpecularMapID, sb); LLSDxmlEncode.AddElem("SpecOffsetX", (int) (scale * SpecularOffsetX + 0.5f), sb); LLSDxmlEncode.AddElem("SpecOffsetY", (int) (scale * SpecularOffsetY + 0.5f), sb); LLSDxmlEncode.AddElem("SpecRepeatX", (int) (scale * SpecularRepeatX + 0.5f), sb); LLSDxmlEncode.AddElem("SpecRepeatY", (int) (scale * SpecularRepeatY + 0.5f), sb); LLSDxmlEncode.AddElem("SpecRotation", (int) (scale * SpecularRotation + 0.5f), sb); LLSDxmlEncode.AddArray("SpecColor", sb); LLSDxmlEncode.AddElem(SpecularLightColorR, sb); LLSDxmlEncode.AddElem(SpecularLightColorG, sb); LLSDxmlEncode.AddElem(SpecularLightColorB, sb); LLSDxmlEncode.AddElem(255, sb); LLSDxmlEncode.AddEndArray(sb); LLSDxmlEncode.AddElem("SpecExp", SpecularLightExponent, sb); LLSDxmlEncode.AddElem("EnvIntensity", EnvironmentIntensity, sb); LLSDxmlEncode.AddElem("DiffuseAlphaMode", DiffuseAlphaMode, sb); LLSDxmlEncode.AddElem("AlphaMaskCutoff", AlphaMaskCutoff, sb); LLSDxmlEncode.AddEndMap(sb); if(fullLLSD) { return LLSDxmlEncode.End(sb); } else return String.Empty; // ignored if appending } } }