OpenSimMirror/OpenSim/Framework/AvatarAppearance.cs

1708 lines
62 KiB
C#

/*
* 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
{
// SL box diferent to size
const float AVBOXAJUST = 0.2f;
// constrains for ubitode physics
const float AVBOXMINX = 0.2f;
const float AVBOXMINY = 0.3f;
const float AVBOXMINZ = 1.2f;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// this is viewer capabilities and weared things dependent
// should be only used as initial default value ( V1 viewers )
public readonly static int VISUALPARAM_COUNT = 218;
// public readonly static int TEXTURE_COUNT = 21
// 21 bad, make it be updated as libovm gets update
// also keeping in sync with it
public readonly static int TEXTURE_COUNT = Primitive.TextureEntry.MAX_FACES;
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;
protected Vector3 m_avatarSize = new Vector3(0.45f, 0.6f, 1.9f); // sl Z cloud value
protected Vector3 m_avatarBoxSize = new Vector3(0.45f, 0.6f, 1.9f);
protected float m_avatarFeetOffset = 0;
protected float m_avatarAnimOffset = 0;
protected WearableCacheItem[] m_cacheitems;
protected bool m_cacheItemsDirty = true;
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 Vector3 AvatarSize
{
get { return m_avatarSize; }
}
public virtual Vector3 AvatarBoxSize
{
get { return m_avatarBoxSize; }
}
public virtual float AvatarFeetOffset
{
get { return m_avatarFeetOffset + m_avatarAnimOffset; }
}
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 virtual WearableCacheItem[] WearableCacheItems
{
get { return m_cacheitems; }
set { m_cacheitems = value; }
}
public virtual bool WearableCacheItemsDirty
{
get { return m_cacheItemsDirty; }
set { m_cacheItemsDirty = value; }
}
public AvatarAppearance()
{
// m_log.WarnFormat("[AVATAR APPEARANCE]: create empty appearance");
m_serial = 0;
SetDefaultWearables();
SetDefaultTexture();
SetDefaultParams();
// SetHeight();
SetSize(new Vector3(0.45f,0.6f,1.9f));
m_attachments = new Dictionary<int, List<AvatarAttachment>>();
}
public AvatarAppearance(OSDMap map)
{
// m_log.WarnFormat("[AVATAR APPEARANCE]: create appearance from OSDMap");
Unpack(map);
// SetHeight(); done in Unpack
}
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();
if(m_avatarHeight == 0)
SetSize(new Vector3(0.45f,0.6f,1.9f));
m_attachments = new Dictionary<int, List<AvatarAttachment>>();
}
public AvatarAppearance(AvatarAppearance appearance): this(appearance, true,true)
{
}
public AvatarAppearance(AvatarAppearance appearance, bool copyWearables)
: this(appearance, copyWearables, true)
{
}
public AvatarAppearance(AvatarAppearance appearance, bool copyWearables, bool copyBaked)
{
// m_log.WarnFormat("[AVATAR APPEARANCE] create from an existing appearance");
if (appearance == null)
{
m_serial = 0;
SetDefaultWearables();
SetDefaultTexture();
SetDefaultParams();
// SetHeight();
SetSize(new Vector3(0.45f, 0.6f, 1.9f));
m_attachments = new Dictionary<int, List<AvatarAttachment>>();
return;
}
m_serial = appearance.Serial;
if (copyWearables && (appearance.Wearables != null))
{
m_wearables = new AvatarWearable[appearance.Wearables.Length];
for (int i = 0; i < appearance.Wearables.Length; i++)
{
m_wearables[i] = new AvatarWearable();
AvatarWearable wearable = appearance.Wearables[i];
for (int j = 0; j < wearable.Count; j++)
m_wearables[i].Add(wearable[j].ItemID, wearable[j].AssetID);
}
}
else
ClearWearables();
m_texture = null;
if (appearance.Texture != null)
{
byte[] tbytes = appearance.Texture.GetBytes();
m_texture = new Primitive.TextureEntry(tbytes,0,tbytes.Length);
if (copyBaked && appearance.m_cacheitems != null)
m_cacheitems = (WearableCacheItem[])appearance.m_cacheitems.Clone();
else
m_cacheitems = null;
}
m_visualparams = null;
if (appearance.VisualParams != null)
m_visualparams = (byte[])appearance.VisualParams.Clone();
// m_avatarHeight = appearance.m_avatarHeight;
SetSize(appearance.AvatarSize);
// 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)
{
int len = m_wearables.Length;
if(len > app.m_wearables.Length)
len = app.m_wearables.Length;
for (int i = 0; i < len; i++)
{
int count = m_wearables[i].Count;
if(count > app.m_wearables[i].Count)
count = app.m_wearables[i].Count;
for (int j = 0; j < 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.LEGACY_VERSION_MAX_WEARABLES];
for (int i = 0; i < AvatarWearable.LEGACY_VERSION_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;
// }
}
/// <summary>
/// Invalidate all of the baked textures in the appearance, useful
/// if you know that none are valid
/// </summary>
public virtual void ResetBakedTextures()
{
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 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;
int newsize = visualParams.Length;
if (newsize != m_visualparams.Length)
{
changed = true;
m_visualparams = (byte[])visualParams.Clone();
}
else
{
for (int i = 0; i < newsize; 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);
}
/// <summary>
/// Set avatar height by a calculation based on their visual parameters.
/// </summary>
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 void SetSize(Vector3 avSize)
{
if (avSize.X > 32f)
avSize.X = 32f;
else if (avSize.X < 0.1f)
avSize.X = 0.1f;
if (avSize.Y > 32f)
avSize.Y = 32f;
else if (avSize.Y < 0.1f)
avSize.Y = 0.1f;
if (avSize.Z > 32f)
avSize.Z = 32f;
else if (avSize.Z < 0.1f)
avSize.Z = 0.1f;
m_avatarSize = avSize;
m_avatarBoxSize = avSize;
m_avatarBoxSize.Z += AVBOXAJUST;
if (m_avatarBoxSize.X < AVBOXMINX)
m_avatarBoxSize.X = AVBOXMINX;
if (m_avatarBoxSize.Y < AVBOXMINY)
m_avatarBoxSize.Y = AVBOXMINY;
if (m_avatarBoxSize.Z < AVBOXMINZ)
m_avatarBoxSize.Z = AVBOXMINZ;
m_avatarHeight = m_avatarSize.Z;
}
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
if (wearableId >= m_wearables.Length)
{
int currentLength = m_wearables.Length;
Array.Resize(ref m_wearables, wearableId + 1);
for (int i = currentLength ; i < m_wearables.Length ; i++)
m_wearables[i] = new AvatarWearable();
}
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++)
for (uint j = 0; j < m_visualparams.Length; 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()
{
lock (m_attachments)
{
List<AvatarAttachment> alist = new List<AvatarAttachment>();
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>();
foreach (AvatarAttachment prev in m_attachments[attach.AttachPoint])
{
if (prev.ItemID == attach.ItemID)
return;
}
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;
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;
}
/// <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)
{
// 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
/// <summary>
/// Create an OSDMap from the appearance data
/// </summary>
public OSDMap Pack(EntityTransferContext ctx)
{
OSDMap data = new OSDMap();
data["serial"] = OSD.FromInteger(m_serial);
data["height"] = OSD.FromReal(m_avatarHeight);
// Wearables
//
// This will send as many or as few wearables as we have, unless a count
// is given. Used for legacy (pre 0.4) versions.
int count = ctx.WearablesCount;
if (ctx.WearablesCount == -1)
count = m_wearables.Length;
OSDArray wears = new OSDArray(count);
for (int i = 0; i < count; i++)
{
AvatarWearable dummyWearable = new AvatarWearable();
if (i < m_wearables.Length)
wears.Add(m_wearables[i].Pack());
else
wears.Add(dummyWearable.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;
if (m_cacheitems != null)
{
OSDArray baked = WearableCacheItem.BakedToOSD(m_cacheitems);
if (baked != null)
data["bakedcache"] = baked;
}
// Visual Parameters
OSDBinary visualparams = new OSDBinary(m_visualparams);
data["visualparams"] = visualparams;
lock (m_attachments)
{
// Attachments
OSDArray attachs = new OSDArray(m_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();
SetSize(new Vector3(0.45f,0.6f, (float)data["height"].AsReal()));
try
{
// Wearables
SetDefaultWearables();
if ((data != null) && (data["wearables"] != null) && (data["wearables"]).Type == OSDType.Array)
{
OSDArray wears = (OSDArray)(data["wearables"]);
int count = wears.Count;
m_wearables = new AvatarWearable[count];
for (int i = 0; i < 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");
}
if ((data != null) && (data["bakedcache"] != null) && (data["bakedcache"]).Type == OSDType.Array)
{
OSDArray bakedOSDArray = (OSDArray)(data["bakedcache"]);
m_cacheitems = WearableCacheItem.BakedFromOSD(bakedOSDArray);
}
// 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,
/// <summary>
/// Avatar Physics section. These are 0 type visual params which get transmitted.
/// </summary>
/// <summary>
/// Breast Part 1
/// </summary>
BREAST_PHYSICS_MASS = 218,
BREAST_PHYSICS_GRAVITY = 219,
BREAST_PHYSICS_DRAG = 220,
BREAST_PHYSICS_UPDOWN_MAX_EFFECT = 221,
BREAST_PHYSICS_UPDOWN_SPRING = 222,
BREAST_PHYSICS_UPDOWN_GAIN = 223,
BREAST_PHYSICS_UPDOWN_DAMPING = 224,
BREAST_PHYSICS_INOUT_MAX_EFFECT = 225,
BREAST_PHYSICS_INOUT_SPRING = 226,
BREAST_PHYSICS_INOUT_GAIN = 227,
BREAST_PHYSICS_INOUT_DAMPING = 228,
/// <summary>
/// Belly
/// </summary>
BELLY_PHYISCS_MASS = 229,
BELLY_PHYSICS_GRAVITY = 230,
BELLY_PHYSICS_DRAG = 231,
BELLY_PHYISCS_UPDOWN_MAX_EFFECT = 232,
BELLY_PHYSICS_UPDOWN_SPRING = 233,
BELLY_PHYSICS_UPDOWN_GAIN = 234,
BELLY_PHYSICS_UPDOWN_DAMPING = 235,
/// <summary>
/// Butt
/// </summary>
BUTT_PHYSICS_MASS = 236,
BUTT_PHYSICS_GRAVITY = 237,
BUTT_PHYSICS_DRAG = 238,
BUTT_PHYSICS_UPDOWN_MAX_EFFECT = 239,
BUTT_PHYSICS_UPDOWN_SPRING = 240,
BUTT_PHYSICS_UPDOWN_GAIN = 241,
BUTT_PHYSICS_UPDOWN_DAMPING = 242,
BUTT_PHYSICS_LEFTRIGHT_MAX_EFFECT = 243,
BUTT_PHYSICS_LEFTRIGHT_SPRING = 244,
BUTT_PHYSICS_LEFTRIGHT_GAIN = 245,
BUTT_PHYSICS_LEFTRIGHT_DAMPING = 246,
/// <summary>
/// Breast Part 2
/// </summary>
BREAST_PHYSICS_LEFTRIGHT_MAX_EFFECT = 247,
BREAST_PHYSICS_LEFTRIGHT_SPRING= 248,
BREAST_PHYSICS_LEFTRIGHT_GAIN = 249,
BREAST_PHYSICS_LEFTRIGHT_DAMPING = 250,
// Ubit: 07/96/2013 new parameters
_APPEARANCEMESSAGE_VERSION = 251, //ID 11000
SHAPE_HOVER = 252, //ID 11001
}
#endregion
}
}