OpenSimMirror/OpenSim/Region/Framework/Scenes/SOPMaterial.cs

342 lines
14 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.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
}
}
}