AvatarAppearance.cs 62 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Reflection;
  29. using System.Collections;
  30. using System.Collections.Generic;
  31. using OpenMetaverse;
  32. using OpenMetaverse.StructuredData;
  33. using log4net;
  34. namespace OpenSim.Framework
  35. {
  36. /// <summary>
  37. /// Contains the Avatar's Appearance and methods to manipulate the appearance.
  38. /// </summary>
  39. public class AvatarAppearance
  40. {
  41. // SL box diferent to size
  42. const float AVBOXAJUST = 0.2f;
  43. // constrains for ubitode physics
  44. const float AVBOXMINX = 0.2f;
  45. const float AVBOXMINY = 0.3f;
  46. const float AVBOXMINZ = 1.2f;
  47. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  48. // this is viewer capabilities and weared things dependent
  49. // should be only used as initial default value ( V1 viewers )
  50. public readonly static int VISUALPARAM_COUNT = 218;
  51. // public readonly static int TEXTURE_COUNT = 21
  52. // 21 bad, make it be updated as libovm gets update
  53. // also keeping in sync with it
  54. public readonly static int TEXTURE_COUNT = Primitive.TextureEntry.MAX_FACES;
  55. public readonly static byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
  56. protected int m_serial = 0;
  57. protected byte[] m_visualparams;
  58. protected Primitive.TextureEntry m_texture;
  59. protected AvatarWearable[] m_wearables;
  60. protected Dictionary<int, List<AvatarAttachment>> m_attachments;
  61. protected float m_avatarHeight = 0;
  62. protected Vector3 m_avatarSize = new Vector3(0.45f, 0.6f, 1.9f); // sl Z cloud value
  63. protected Vector3 m_avatarBoxSize = new Vector3(0.45f, 0.6f, 1.9f);
  64. protected float m_avatarFeetOffset = 0;
  65. protected float m_avatarAnimOffset = 0;
  66. protected WearableCacheItem[] m_cacheitems;
  67. protected bool m_cacheItemsDirty = true;
  68. public virtual int Serial
  69. {
  70. get { return m_serial; }
  71. set { m_serial = value; }
  72. }
  73. public virtual byte[] VisualParams
  74. {
  75. get { return m_visualparams; }
  76. set { m_visualparams = value; }
  77. }
  78. public virtual Vector3 AvatarSize
  79. {
  80. get { return m_avatarSize; }
  81. }
  82. public virtual Vector3 AvatarBoxSize
  83. {
  84. get { return m_avatarBoxSize; }
  85. }
  86. public virtual float AvatarFeetOffset
  87. {
  88. get { return m_avatarFeetOffset + m_avatarAnimOffset; }
  89. }
  90. public virtual Primitive.TextureEntry Texture
  91. {
  92. get { return m_texture; }
  93. set
  94. {
  95. // m_log.DebugFormat("[AVATAR APPEARANCE]: Set TextureEntry to {0}", value);
  96. m_texture = value;
  97. }
  98. }
  99. public virtual AvatarWearable[] Wearables
  100. {
  101. get { return m_wearables; }
  102. set { m_wearables = value; }
  103. }
  104. public virtual float AvatarHeight
  105. {
  106. get { return m_avatarHeight; }
  107. set { m_avatarHeight = value; }
  108. }
  109. public virtual WearableCacheItem[] WearableCacheItems
  110. {
  111. get { return m_cacheitems; }
  112. set { m_cacheitems = value; }
  113. }
  114. public virtual bool WearableCacheItemsDirty
  115. {
  116. get { return m_cacheItemsDirty; }
  117. set { m_cacheItemsDirty = value; }
  118. }
  119. public AvatarAppearance()
  120. {
  121. // m_log.WarnFormat("[AVATAR APPEARANCE]: create empty appearance");
  122. m_serial = 0;
  123. SetDefaultWearables();
  124. SetDefaultTexture();
  125. SetDefaultParams();
  126. // SetHeight();
  127. SetSize(new Vector3(0.45f,0.6f,1.9f));
  128. m_attachments = new Dictionary<int, List<AvatarAttachment>>();
  129. }
  130. public AvatarAppearance(OSDMap map)
  131. {
  132. // m_log.WarnFormat("[AVATAR APPEARANCE]: create appearance from OSDMap");
  133. Unpack(map);
  134. // SetHeight(); done in Unpack
  135. }
  136. public AvatarAppearance(AvatarWearable[] wearables, Primitive.TextureEntry textureEntry, byte[] visualParams)
  137. {
  138. // m_log.WarnFormat("[AVATAR APPEARANCE] create initialized appearance");
  139. m_serial = 0;
  140. if (wearables != null)
  141. m_wearables = wearables;
  142. else
  143. SetDefaultWearables();
  144. if (textureEntry != null)
  145. m_texture = textureEntry;
  146. else
  147. SetDefaultTexture();
  148. if (visualParams != null)
  149. m_visualparams = visualParams;
  150. else
  151. SetDefaultParams();
  152. // SetHeight();
  153. if(m_avatarHeight == 0)
  154. SetSize(new Vector3(0.45f,0.6f,1.9f));
  155. m_attachments = new Dictionary<int, List<AvatarAttachment>>();
  156. }
  157. public AvatarAppearance(AvatarAppearance appearance): this(appearance, true,true)
  158. {
  159. }
  160. public AvatarAppearance(AvatarAppearance appearance, bool copyWearables)
  161. : this(appearance, copyWearables, true)
  162. {
  163. }
  164. public AvatarAppearance(AvatarAppearance appearance, bool copyWearables, bool copyBaked)
  165. {
  166. // m_log.WarnFormat("[AVATAR APPEARANCE] create from an existing appearance");
  167. if (appearance == null)
  168. {
  169. m_serial = 0;
  170. SetDefaultWearables();
  171. SetDefaultTexture();
  172. SetDefaultParams();
  173. // SetHeight();
  174. SetSize(new Vector3(0.45f, 0.6f, 1.9f));
  175. m_attachments = new Dictionary<int, List<AvatarAttachment>>();
  176. return;
  177. }
  178. m_serial = appearance.Serial;
  179. if (copyWearables && (appearance.Wearables != null))
  180. {
  181. m_wearables = new AvatarWearable[appearance.Wearables.Length];
  182. for (int i = 0; i < appearance.Wearables.Length; i++)
  183. {
  184. m_wearables[i] = new AvatarWearable();
  185. AvatarWearable wearable = appearance.Wearables[i];
  186. for (int j = 0; j < wearable.Count; j++)
  187. m_wearables[i].Add(wearable[j].ItemID, wearable[j].AssetID);
  188. }
  189. }
  190. else
  191. ClearWearables();
  192. m_texture = null;
  193. if (appearance.Texture != null)
  194. {
  195. byte[] tbytes = appearance.Texture.GetBytes();
  196. m_texture = new Primitive.TextureEntry(tbytes,0,tbytes.Length);
  197. if (copyBaked && appearance.m_cacheitems != null)
  198. m_cacheitems = (WearableCacheItem[])appearance.m_cacheitems.Clone();
  199. else
  200. m_cacheitems = null;
  201. }
  202. m_visualparams = null;
  203. if (appearance.VisualParams != null)
  204. m_visualparams = (byte[])appearance.VisualParams.Clone();
  205. // m_avatarHeight = appearance.m_avatarHeight;
  206. SetSize(appearance.AvatarSize);
  207. // Copy the attachment, force append mode since that ensures consistency
  208. m_attachments = new Dictionary<int, List<AvatarAttachment>>();
  209. foreach (AvatarAttachment attachment in appearance.GetAttachments())
  210. AppendAttachment(new AvatarAttachment(attachment));
  211. }
  212. public void GetAssetsFrom(AvatarAppearance app)
  213. {
  214. int len = m_wearables.Length;
  215. if(len > app.m_wearables.Length)
  216. len = app.m_wearables.Length;
  217. for (int i = 0; i < len; i++)
  218. {
  219. int count = m_wearables[i].Count;
  220. if(count > app.m_wearables[i].Count)
  221. count = app.m_wearables[i].Count;
  222. for (int j = 0; j < count; j++)
  223. {
  224. UUID itemID = m_wearables[i][j].ItemID;
  225. UUID assetID = app.Wearables[i].GetAsset(itemID);
  226. if (assetID != UUID.Zero)
  227. m_wearables[i].Add(itemID, assetID);
  228. }
  229. }
  230. }
  231. public void ClearWearables()
  232. {
  233. m_wearables = new AvatarWearable[AvatarWearable.LEGACY_VERSION_MAX_WEARABLES];
  234. for (int i = 0; i < AvatarWearable.LEGACY_VERSION_MAX_WEARABLES; i++)
  235. m_wearables[i] = new AvatarWearable();
  236. }
  237. protected virtual void SetDefaultWearables()
  238. {
  239. m_wearables = AvatarWearable.DefaultWearables;
  240. }
  241. /// <summary>
  242. /// Invalidate all of the baked textures in the appearance, useful
  243. /// if you know that none are valid
  244. /// </summary>
  245. public virtual void ResetAppearance()
  246. {
  247. // m_log.WarnFormat("[AVATAR APPEARANCE]: Reset appearance");
  248. m_serial = 0;
  249. SetDefaultTexture();
  250. //for (int i = 0; i < BAKE_INDICES.Length; i++)
  251. // {
  252. // int idx = BAKE_INDICES[i];
  253. // m_texture.FaceTextures[idx].TextureID = UUID.Zero;
  254. // }
  255. }
  256. protected virtual void SetDefaultParams()
  257. {
  258. 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 };
  259. // for (int i = 0; i < VISUALPARAM_COUNT; i++)
  260. // {
  261. // m_visualparams[i] = 150;
  262. // }
  263. }
  264. /// <summary>
  265. /// Invalidate all of the baked textures in the appearance, useful
  266. /// if you know that none are valid
  267. /// </summary>
  268. public virtual void ResetBakedTextures()
  269. {
  270. SetDefaultTexture();
  271. //for (int i = 0; i < BAKE_INDICES.Length; i++)
  272. // {
  273. // int idx = BAKE_INDICES[i];
  274. // m_texture.FaceTextures[idx].TextureID = UUID.Zero;
  275. // }
  276. }
  277. protected virtual void SetDefaultTexture()
  278. {
  279. m_texture = new Primitive.TextureEntry(new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE));
  280. // for (uint i = 0; i < TEXTURE_COUNT; i++)
  281. // m_texture.CreateFace(i).TextureID = new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE);
  282. }
  283. /// <summary>
  284. /// Set up appearance texture ids.
  285. /// </summary>
  286. /// <returns>
  287. /// True if any existing texture id was changed by the new data.
  288. /// False if there were no changes or no existing texture ids.
  289. /// </returns>
  290. public virtual bool SetTextureEntries(Primitive.TextureEntry textureEntry)
  291. {
  292. if (textureEntry == null)
  293. return false;
  294. // There are much simpler versions of this copy that could be
  295. // made. We determine if any of the textures actually
  296. // changed to know if the appearance should be saved later
  297. bool changed = false;
  298. for (uint i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++)
  299. {
  300. Primitive.TextureEntryFace newface = textureEntry.FaceTextures[i];
  301. Primitive.TextureEntryFace oldface = m_texture.FaceTextures[i];
  302. if (newface == null)
  303. {
  304. if (oldface == null)
  305. continue;
  306. }
  307. else
  308. {
  309. if (oldface != null && oldface.TextureID == newface.TextureID)
  310. continue;
  311. }
  312. changed = true;
  313. }
  314. m_texture = textureEntry;
  315. return changed;
  316. }
  317. /// <summary>
  318. /// Set up visual parameters for the avatar and refresh the avatar height
  319. /// </summary>
  320. /// <returns>
  321. /// True if any existing visual parameter was changed by the new data.
  322. /// False if there were no changes or no existing visual parameters.
  323. /// </returns>
  324. public virtual bool SetVisualParams(byte[] visualParams)
  325. {
  326. if (visualParams == null)
  327. return false;
  328. // There are much simpler versions of this copy that could be
  329. // made. We determine if any of the visual parameters actually
  330. // changed to know if the appearance should be saved later
  331. bool changed = false;
  332. int newsize = visualParams.Length;
  333. if (newsize != m_visualparams.Length)
  334. {
  335. changed = true;
  336. m_visualparams = (byte[])visualParams.Clone();
  337. }
  338. else
  339. {
  340. for (int i = 0; i < newsize; i++)
  341. {
  342. if (visualParams[i] != m_visualparams[i])
  343. {
  344. // DEBUG ON
  345. // m_log.WarnFormat("[AVATARAPPEARANCE] vparams changed [{0}] {1} ==> {2}",
  346. // i,m_visualparams[i],visualParams[i]);
  347. // DEBUG OFF
  348. m_visualparams[i] = visualParams[i];
  349. changed = true;
  350. }
  351. }
  352. }
  353. // Reset the height if the visual parameters actually changed
  354. // if (changed)
  355. // SetHeight();
  356. return changed;
  357. }
  358. public virtual void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams)
  359. {
  360. SetTextureEntries(textureEntry);
  361. SetVisualParams(visualParams);
  362. }
  363. /// <summary>
  364. /// Set avatar height by a calculation based on their visual parameters.
  365. /// </summary>
  366. public virtual void SetHeight()
  367. {
  368. /*
  369. // Start with shortest possible female avatar height
  370. m_avatarHeight = 1.14597f;
  371. // Add offset for male avatars
  372. if (m_visualparams[(int)VPElement.SHAPE_MALE] != 0)
  373. m_avatarHeight += 0.0848f;
  374. // Add offsets for visual params
  375. m_avatarHeight += 0.516945f * (float)m_visualparams[(int)VPElement.SHAPE_HEIGHT] / 255.0f
  376. + 0.08117f * (float)m_visualparams[(int)VPElement.SHAPE_HEAD_SIZE] / 255.0f
  377. + 0.3836f * (float)m_visualparams[(int)VPElement.SHAPE_LEG_LENGTH] / 255.0f
  378. + 0.07f * (float)m_visualparams[(int)VPElement.SHOES_PLATFORM_HEIGHT] / 255.0f
  379. + 0.08f * (float)m_visualparams[(int)VPElement.SHOES_HEEL_HEIGHT] / 255.0f
  380. + 0.076f * (float)m_visualparams[(int)VPElement.SHAPE_NECK_LENGTH] / 255.0f;
  381. */
  382. }
  383. public void SetSize(Vector3 avSize)
  384. {
  385. if (avSize.X > 32f)
  386. avSize.X = 32f;
  387. else if (avSize.X < 0.1f)
  388. avSize.X = 0.1f;
  389. if (avSize.Y > 32f)
  390. avSize.Y = 32f;
  391. else if (avSize.Y < 0.1f)
  392. avSize.Y = 0.1f;
  393. if (avSize.Z > 32f)
  394. avSize.Z = 32f;
  395. else if (avSize.Z < 0.1f)
  396. avSize.Z = 0.1f;
  397. m_avatarSize = avSize;
  398. m_avatarBoxSize = avSize;
  399. m_avatarBoxSize.Z += AVBOXAJUST;
  400. if (m_avatarBoxSize.X < AVBOXMINX)
  401. m_avatarBoxSize.X = AVBOXMINX;
  402. if (m_avatarBoxSize.Y < AVBOXMINY)
  403. m_avatarBoxSize.Y = AVBOXMINY;
  404. if (m_avatarBoxSize.Z < AVBOXMINZ)
  405. m_avatarBoxSize.Z = AVBOXMINZ;
  406. m_avatarHeight = m_avatarSize.Z;
  407. }
  408. public virtual void SetWearable(int wearableId, AvatarWearable wearable)
  409. {
  410. // DEBUG ON
  411. // m_log.WarnFormat("[AVATARAPPEARANCE] set wearable {0} --> {1}:{2}",wearableId,wearable.ItemID,wearable.AssetID);
  412. // DEBUG OFF
  413. if (wearableId >= m_wearables.Length)
  414. {
  415. int currentLength = m_wearables.Length;
  416. Array.Resize(ref m_wearables, wearableId + 1);
  417. for (int i = currentLength ; i < m_wearables.Length ; i++)
  418. m_wearables[i] = new AvatarWearable();
  419. }
  420. m_wearables[wearableId].Clear();
  421. for (int i = 0; i < wearable.Count; i++)
  422. m_wearables[wearableId].Add(wearable[i].ItemID, wearable[i].AssetID);
  423. }
  424. // DEBUG ON
  425. public override String ToString()
  426. {
  427. String s = "";
  428. s += String.Format("Serial: {0}\n",m_serial);
  429. for (uint i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++)
  430. if (m_texture.FaceTextures[i] != null)
  431. s += String.Format("Texture: {0} --> {1}\n",i,m_texture.FaceTextures[i].TextureID);
  432. foreach (AvatarWearable awear in m_wearables)
  433. {
  434. for (int i = 0; i < awear.Count; i++)
  435. s += String.Format("Wearable: item={0}, asset={1}\n",awear[i].ItemID,awear[i].AssetID);
  436. }
  437. s += "Visual Params: ";
  438. // for (uint j = 0; j < AvatarAppearance.VISUALPARAM_COUNT; j++)
  439. for (uint j = 0; j < m_visualparams.Length; j++)
  440. s += String.Format("{0},",m_visualparams[j]);
  441. s += "\n";
  442. return s;
  443. }
  444. // DEBUG OFF
  445. /// <summary>
  446. /// Get a list of the attachments.
  447. /// </summary>
  448. /// <remarks>
  449. /// There may be duplicate attachpoints
  450. /// </remarks>
  451. public List<AvatarAttachment> GetAttachments()
  452. {
  453. lock (m_attachments)
  454. {
  455. List<AvatarAttachment> alist = new List<AvatarAttachment>();
  456. foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
  457. {
  458. foreach (AvatarAttachment attach in kvp.Value)
  459. alist.Add(new AvatarAttachment(attach));
  460. }
  461. return alist;
  462. }
  463. }
  464. internal void AppendAttachment(AvatarAttachment attach)
  465. {
  466. // m_log.DebugFormat(
  467. // "[AVATAR APPEARNCE]: Appending itemID={0}, assetID={1} at {2}",
  468. // attach.ItemID, attach.AssetID, attach.AttachPoint);
  469. lock (m_attachments)
  470. {
  471. if (!m_attachments.ContainsKey(attach.AttachPoint))
  472. m_attachments[attach.AttachPoint] = new List<AvatarAttachment>();
  473. foreach (AvatarAttachment prev in m_attachments[attach.AttachPoint])
  474. {
  475. if (prev.ItemID == attach.ItemID)
  476. return;
  477. }
  478. m_attachments[attach.AttachPoint].Add(attach);
  479. }
  480. }
  481. internal void ReplaceAttachment(AvatarAttachment attach)
  482. {
  483. // m_log.DebugFormat(
  484. // "[AVATAR APPEARANCE]: Replacing itemID={0}, assetID={1} at {2}",
  485. // attach.ItemID, attach.AssetID, attach.AttachPoint);
  486. lock (m_attachments)
  487. {
  488. m_attachments[attach.AttachPoint] = new List<AvatarAttachment>();
  489. m_attachments[attach.AttachPoint].Add(attach);
  490. }
  491. }
  492. /// <summary>
  493. /// Set an attachment
  494. /// </summary>
  495. /// <remarks>
  496. /// If the attachpoint has the
  497. /// 0x80 bit set then we assume this is an append
  498. /// operation otherwise we replace whatever is
  499. /// currently attached at the attachpoint
  500. /// </remarks>
  501. /// <param name="attachpoint"></param>
  502. /// <param name="item">If UUID.Zero, then an any attachment at the attachpoint is removed.</param>
  503. /// <param name="asset"></param>
  504. /// <returns>
  505. /// return true if something actually changed
  506. /// </returns>
  507. public bool SetAttachment(int attachpoint, UUID item, UUID asset)
  508. {
  509. // m_log.DebugFormat(
  510. // "[AVATAR APPEARANCE]: Setting attachment at {0} with item ID {1}, asset ID {2}",
  511. // attachpoint, item, asset);
  512. if (attachpoint == 0)
  513. return false;
  514. lock (m_attachments)
  515. {
  516. if (item == UUID.Zero)
  517. {
  518. if (m_attachments.ContainsKey(attachpoint))
  519. {
  520. m_attachments.Remove(attachpoint);
  521. return true;
  522. }
  523. return false;
  524. }
  525. // When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However,
  526. // the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If
  527. // we simply perform an item check here then the asset ids (which are now present) are never set, and NPC attachments
  528. // later fail unless the attachment is detached and reattached.
  529. //
  530. // Therefore, we will carry on with the set if the existing attachment has no asset id.
  531. AvatarAttachment existingAttachment = GetAttachmentForItem(item);
  532. if (existingAttachment != null)
  533. {
  534. // m_log.DebugFormat(
  535. // "[AVATAR APPEARANCE]: Found existing attachment for {0}, asset {1} at point {2}",
  536. // existingAttachment.ItemID, existingAttachment.AssetID, existingAttachment.AttachPoint);
  537. if (existingAttachment.AssetID != UUID.Zero && existingAttachment.AttachPoint == (attachpoint & 0x7F))
  538. {
  539. m_log.DebugFormat(
  540. "[AVATAR APPEARANCE]: Ignoring attempt to attach an already attached item {0} at point {1}",
  541. item, attachpoint);
  542. return false;
  543. }
  544. else
  545. {
  546. // Remove it here so that the later append does not add a second attachment but we still update
  547. // the assetID
  548. DetachAttachment(existingAttachment.ItemID);
  549. }
  550. }
  551. // check if this is an append or a replace, 0x80 marks it as an append
  552. if ((attachpoint & 0x80) > 0)
  553. {
  554. // strip the append bit
  555. int point = attachpoint & 0x7F;
  556. AppendAttachment(new AvatarAttachment(point, item, asset));
  557. }
  558. else
  559. {
  560. ReplaceAttachment(new AvatarAttachment(attachpoint,item, asset));
  561. }
  562. }
  563. return true;
  564. }
  565. /// <summary>
  566. /// If the item is already attached, return it.
  567. /// </summary>
  568. /// <param name="itemID"></param>
  569. /// <returns>Returns null if this item is not attached.</returns>
  570. public AvatarAttachment GetAttachmentForItem(UUID itemID)
  571. {
  572. lock (m_attachments)
  573. {
  574. foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
  575. {
  576. int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; });
  577. if (index >= 0)
  578. return kvp.Value[index];
  579. }
  580. }
  581. return null;
  582. }
  583. public int GetAttachpoint(UUID itemID)
  584. {
  585. lock (m_attachments)
  586. {
  587. foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
  588. {
  589. int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; });
  590. if (index >= 0)
  591. return kvp.Key;
  592. }
  593. }
  594. return 0;
  595. }
  596. public bool DetachAttachment(UUID itemID)
  597. {
  598. lock (m_attachments)
  599. {
  600. foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
  601. {
  602. int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; });
  603. if (index >= 0)
  604. {
  605. // m_log.DebugFormat(
  606. // "[AVATAR APPEARANCE]: Detaching attachment {0}, index {1}, point {2}",
  607. // m_attachments[kvp.Key][index].ItemID, index, m_attachments[kvp.Key][index].AttachPoint);
  608. // Remove it from the list of attachments at that attach point
  609. m_attachments[kvp.Key].RemoveAt(index);
  610. // And remove the list if there are no more attachments here
  611. if (m_attachments[kvp.Key].Count == 0)
  612. m_attachments.Remove(kvp.Key);
  613. return true;
  614. }
  615. }
  616. }
  617. return false;
  618. }
  619. public void ClearAttachments()
  620. {
  621. lock (m_attachments)
  622. m_attachments.Clear();
  623. }
  624. #region Packing Functions
  625. /// <summary>
  626. /// Create an OSDMap from the appearance data
  627. /// </summary>
  628. public OSDMap Pack(EntityTransferContext ctx)
  629. {
  630. OSDMap data = new OSDMap();
  631. data["serial"] = OSD.FromInteger(m_serial);
  632. data["height"] = OSD.FromReal(m_avatarHeight);
  633. // Wearables
  634. //
  635. // This will send as many or as few wearables as we have, unless a count
  636. // is given. Used for legacy (pre 0.4) versions.
  637. int count = ctx.WearablesCount;
  638. if (ctx.WearablesCount == -1)
  639. count = m_wearables.Length;
  640. OSDArray wears = new OSDArray(count);
  641. for (int i = 0; i < count; i++)
  642. {
  643. AvatarWearable dummyWearable = new AvatarWearable();
  644. if (i < m_wearables.Length)
  645. wears.Add(m_wearables[i].Pack());
  646. else
  647. wears.Add(dummyWearable.Pack());
  648. }
  649. data["wearables"] = wears;
  650. // Avatar Textures
  651. OSDArray textures = new OSDArray(AvatarAppearance.TEXTURE_COUNT);
  652. for (uint i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++)
  653. {
  654. if (m_texture.FaceTextures[i] != null)
  655. textures.Add(OSD.FromUUID(m_texture.FaceTextures[i].TextureID));
  656. else
  657. textures.Add(OSD.FromUUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE));
  658. }
  659. data["textures"] = textures;
  660. if (m_cacheitems != null)
  661. {
  662. OSDArray baked = WearableCacheItem.BakedToOSD(m_cacheitems);
  663. if (baked != null)
  664. data["bakedcache"] = baked;
  665. }
  666. // Visual Parameters
  667. OSDBinary visualparams = new OSDBinary(m_visualparams);
  668. data["visualparams"] = visualparams;
  669. lock (m_attachments)
  670. {
  671. // Attachments
  672. OSDArray attachs = new OSDArray(m_attachments.Count);
  673. foreach (AvatarAttachment attach in GetAttachments())
  674. attachs.Add(attach.Pack());
  675. data["attachments"] = attachs;
  676. }
  677. return data;
  678. }
  679. /// <summary>
  680. /// Unpack and OSDMap and initialize the appearance
  681. /// from it
  682. /// </summary>
  683. public void Unpack(OSDMap data)
  684. {
  685. SetDefaultWearables();
  686. SetDefaultTexture();
  687. SetDefaultParams();
  688. m_attachments = new Dictionary<int, List<AvatarAttachment>>();
  689. if(data == null)
  690. {
  691. m_log.Warn("[AVATAR APPEARANCE]: data to unpack is null");
  692. return;
  693. }
  694. OSD tmpOSD;
  695. if (data.TryGetValue("serial", out tmpOSD))
  696. m_serial = tmpOSD.AsInteger();
  697. if (data.TryGetValue("height", out tmpOSD))
  698. // m_avatarHeight = (float)data["height"].AsReal();
  699. SetSize(new Vector3(0.45f,0.6f, (float)tmpOSD.AsReal()));
  700. try
  701. {
  702. // Wearables
  703. if (data.TryGetValue("wearables", out tmpOSD) && (tmpOSD is OSDArray))
  704. {
  705. OSDArray wears = (OSDArray)tmpOSD;
  706. m_wearables = new AvatarWearable[wears.Count];
  707. for (int i = 0; i < wears.Count; i++)
  708. m_wearables[i] = new AvatarWearable((OSDArray)wears[i]);
  709. }
  710. else
  711. {
  712. m_log.Warn("[AVATAR APPEARANCE]: failed to unpack wearables");
  713. }
  714. // Avatar Textures
  715. if (data.TryGetValue("textures", out tmpOSD) && (tmpOSD is OSDArray))
  716. {
  717. OSDArray textures = (OSDArray)tmpOSD;
  718. for (int i = 0; i < AvatarAppearance.TEXTURE_COUNT && i < textures.Count; i++)
  719. {
  720. UUID textureID = AppearanceManager.DEFAULT_AVATAR_TEXTURE;
  721. tmpOSD = textures[i];
  722. if (tmpOSD != null)
  723. textureID = tmpOSD.AsUUID();
  724. m_texture.CreateFace((uint)i).TextureID = new UUID(textureID);
  725. }
  726. }
  727. else
  728. {
  729. m_log.Warn("[AVATAR APPEARANCE]: failed to unpack textures");
  730. }
  731. if (data.TryGetValue("bakedcache", out tmpOSD) && (tmpOSD is OSDArray))
  732. {
  733. OSDArray bakedOSDArray = (OSDArray)tmpOSD;
  734. m_cacheitems = WearableCacheItem.BakedFromOSD(bakedOSDArray);
  735. }
  736. // Visual Parameters
  737. if (data.TryGetValue("visualparams", out tmpOSD))
  738. {
  739. if (tmpOSD is OSDBinary || tmpOSD is OSDArray)
  740. m_visualparams = tmpOSD.AsBinary();
  741. }
  742. else
  743. {
  744. m_log.Warn("[AVATAR APPEARANCE]: failed to unpack visual parameters");
  745. }
  746. // Attachments
  747. if (data.TryGetValue("attachments", out tmpOSD) && tmpOSD is OSDArray)
  748. {
  749. OSDArray attachs = (OSDArray)tmpOSD;
  750. for (int i = 0; i < attachs.Count; i++)
  751. {
  752. AvatarAttachment att = new AvatarAttachment((OSDMap)attachs[i]);
  753. AppendAttachment(att);
  754. // m_log.DebugFormat(
  755. // "[AVATAR APPEARANCE]: Unpacked attachment itemID {0}, assetID {1}, point {2}",
  756. // att.ItemID, att.AssetID, att.AttachPoint);
  757. }
  758. }
  759. }
  760. catch (Exception e)
  761. {
  762. m_log.ErrorFormat("[AVATAR APPEARANCE]: unpack failed badly: {0}{1}", e.Message, e.StackTrace);
  763. }
  764. }
  765. #endregion
  766. #region VPElement
  767. /// <summary>
  768. /// Viewer Params Array Element for AgentSetAppearance
  769. /// Generated from LibOMV's Visual Params list
  770. /// </summary>
  771. public enum VPElement : int
  772. {
  773. /// <summary>
  774. /// Brow Size - Small 0--+255 Large
  775. /// </summary>
  776. SHAPE_BIG_BROW = 0,
  777. /// <summary>
  778. /// Nose Size - Small 0--+255 Large
  779. /// </summary>
  780. SHAPE_NOSE_BIG_OUT = 1,
  781. /// <summary>
  782. /// Nostril Width - Narrow 0--+255 Broad
  783. /// </summary>
  784. SHAPE_BROAD_NOSTRILS = 2,
  785. /// <summary>
  786. /// Chin Cleft - Round 0--+255 Cleft
  787. /// </summary>
  788. SHAPE_CLEFT_CHIN = 3,
  789. /// <summary>
  790. /// Nose Tip Shape - Pointy 0--+255 Bulbous
  791. /// </summary>
  792. SHAPE_BULBOUS_NOSE_TIP = 4,
  793. /// <summary>
  794. /// Chin Angle - Chin Out 0--+255 Chin In
  795. /// </summary>
  796. SHAPE_WEAK_CHIN = 5,
  797. /// <summary>
  798. /// Chin-Neck - Tight Chin 0--+255 Double Chin
  799. /// </summary>
  800. SHAPE_DOUBLE_CHIN = 6,
  801. /// <summary>
  802. /// Lower Cheeks - Well-Fed 0--+255 Sunken
  803. /// </summary>
  804. SHAPE_SUNKEN_CHEEKS = 7,
  805. /// <summary>
  806. /// Upper Bridge - Low 0--+255 High
  807. /// </summary>
  808. SHAPE_NOBLE_NOSE_BRIDGE = 8,
  809. /// <summary>
  810. /// - Less 0--+255 More
  811. /// </summary>
  812. SHAPE_JOWLS = 9,
  813. /// <summary>
  814. /// Upper Chin Cleft - Round 0--+255 Cleft
  815. /// </summary>
  816. SHAPE_CLEFT_CHIN_UPPER = 10,
  817. /// <summary>
  818. /// Cheek Bones - Low 0--+255 High
  819. /// </summary>
  820. SHAPE_HIGH_CHEEK_BONES = 11,
  821. /// <summary>
  822. /// Ear Angle - In 0--+255 Out
  823. /// </summary>
  824. SHAPE_EARS_OUT = 12,
  825. /// <summary>
  826. /// Eyebrow Points - Smooth 0--+255 Pointy
  827. /// </summary>
  828. HAIR_POINTY_EYEBROWS = 13,
  829. /// <summary>
  830. /// Jaw Shape - Pointy 0--+255 Square
  831. /// </summary>
  832. SHAPE_SQUARE_JAW = 14,
  833. /// <summary>
  834. /// Upper Cheeks - Thin 0--+255 Puffy
  835. /// </summary>
  836. SHAPE_PUFFY_UPPER_CHEEKS = 15,
  837. /// <summary>
  838. /// Nose Tip Angle - Downturned 0--+255 Upturned
  839. /// </summary>
  840. SHAPE_UPTURNED_NOSE_TIP = 16,
  841. /// <summary>
  842. /// Nose Thickness - Thin Nose 0--+255 Bulbous Nose
  843. /// </summary>
  844. SHAPE_BULBOUS_NOSE = 17,
  845. /// <summary>
  846. /// Upper Eyelid Fold - Uncreased 0--+255 Creased
  847. /// </summary>
  848. SHAPE_UPPER_EYELID_FOLD = 18,
  849. /// <summary>
  850. /// Attached Earlobes - Unattached 0--+255 Attached
  851. /// </summary>
  852. SHAPE_ATTACHED_EARLOBES = 19,
  853. /// <summary>
  854. /// Eye Bags - Smooth 0--+255 Baggy
  855. /// </summary>
  856. SHAPE_BAGGY_EYES = 20,
  857. /// <summary>
  858. /// Eye Opening - Narrow 0--+255 Wide
  859. /// </summary>
  860. SHAPE_WIDE_EYES = 21,
  861. /// <summary>
  862. /// Lip Cleft - Narrow 0--+255 Wide
  863. /// </summary>
  864. SHAPE_WIDE_LIP_CLEFT = 22,
  865. /// <summary>
  866. /// Bridge Width - Narrow 0--+255 Wide
  867. /// </summary>
  868. SHAPE_WIDE_NOSE_BRIDGE = 23,
  869. /// <summary>
  870. /// Eyebrow Arc - Flat 0--+255 Arced
  871. /// </summary>
  872. HAIR_ARCED_EYEBROWS = 24,
  873. /// <summary>
  874. /// Height - Short 0--+255 Tall
  875. /// </summary>
  876. SHAPE_HEIGHT = 25,
  877. /// <summary>
  878. /// Body Thickness - Body Thin 0--+255 Body Thick
  879. /// </summary>
  880. SHAPE_THICKNESS = 26,
  881. /// <summary>
  882. /// Ear Size - Small 0--+255 Large
  883. /// </summary>
  884. SHAPE_BIG_EARS = 27,
  885. /// <summary>
  886. /// Shoulders - Narrow 0--+255 Broad
  887. /// </summary>
  888. SHAPE_SHOULDERS = 28,
  889. /// <summary>
  890. /// Hip Width - Narrow 0--+255 Wide
  891. /// </summary>
  892. SHAPE_HIP_WIDTH = 29,
  893. /// <summary>
  894. /// - Short Torso 0--+255 Long Torso
  895. /// </summary>
  896. SHAPE_TORSO_LENGTH = 30,
  897. SHAPE_MALE = 31,
  898. /// <summary>
  899. /// - Short 0--+255 Long
  900. /// </summary>
  901. GLOVES_GLOVE_LENGTH = 32,
  902. /// <summary>
  903. /// - Darker 0--+255 Lighter
  904. /// </summary>
  905. EYES_EYE_LIGHTNESS = 33,
  906. /// <summary>
  907. /// - Natural 0--+255 Unnatural
  908. /// </summary>
  909. EYES_EYE_COLOR = 34,
  910. /// <summary>
  911. /// - Small 0--+255 Large
  912. /// </summary>
  913. SHAPE_BREAST_SIZE = 35,
  914. /// <summary>
  915. /// - None 0--+255 Wild
  916. /// </summary>
  917. SKIN_RAINBOW_COLOR = 36,
  918. /// <summary>
  919. /// Ruddiness - Pale 0--+255 Ruddy
  920. /// </summary>
  921. SKIN_RED_SKIN = 37,
  922. /// <summary>
  923. /// - Light 0--+255 Dark
  924. /// </summary>
  925. SKIN_PIGMENT = 38,
  926. HAIR_RAINBOW_COLOR_39 = 39,
  927. /// <summary>
  928. /// - No Red 0--+255 Very Red
  929. /// </summary>
  930. HAIR_RED_HAIR = 40,
  931. /// <summary>
  932. /// - Black 0--+255 Blonde
  933. /// </summary>
  934. HAIR_BLONDE_HAIR = 41,
  935. /// <summary>
  936. /// - No White 0--+255 All White
  937. /// </summary>
  938. HAIR_WHITE_HAIR = 42,
  939. /// <summary>
  940. /// - Less Rosy 0--+255 More Rosy
  941. /// </summary>
  942. SKIN_ROSY_COMPLEXION = 43,
  943. /// <summary>
  944. /// - Darker 0--+255 Pinker
  945. /// </summary>
  946. SKIN_LIP_PINKNESS = 44,
  947. /// <summary>
  948. /// - Thin Eyebrows 0--+255 Bushy Eyebrows
  949. /// </summary>
  950. HAIR_EYEBROW_SIZE = 45,
  951. /// <summary>
  952. /// - Short 0--+255 Long
  953. /// </summary>
  954. HAIR_FRONT_FRINGE = 46,
  955. /// <summary>
  956. /// - Short 0--+255 Long
  957. /// </summary>
  958. HAIR_SIDE_FRINGE = 47,
  959. /// <summary>
  960. /// - Short 0--+255 Long
  961. /// </summary>
  962. HAIR_BACK_FRINGE = 48,
  963. /// <summary>
  964. /// - Short 0--+255 Long
  965. /// </summary>
  966. HAIR_HAIR_FRONT = 49,
  967. /// <summary>
  968. /// - Short 0--+255 Long
  969. /// </summary>
  970. HAIR_HAIR_SIDES = 50,
  971. /// <summary>
  972. /// - Short 0--+255 Long
  973. /// </summary>
  974. HAIR_HAIR_BACK = 51,
  975. /// <summary>
  976. /// - Sweep Forward 0--+255 Sweep Back
  977. /// </summary>
  978. HAIR_HAIR_SWEEP = 52,
  979. /// <summary>
  980. /// - Left 0--+255 Right
  981. /// </summary>
  982. HAIR_HAIR_TILT = 53,
  983. /// <summary>
  984. /// Middle Part - No Part 0--+255 Part
  985. /// </summary>
  986. HAIR_HAIR_PART_MIDDLE = 54,
  987. /// <summary>
  988. /// Right Part - No Part 0--+255 Part
  989. /// </summary>
  990. HAIR_HAIR_PART_RIGHT = 55,
  991. /// <summary>
  992. /// Left Part - No Part 0--+255 Part
  993. /// </summary>
  994. HAIR_HAIR_PART_LEFT = 56,
  995. /// <summary>
  996. /// Full Hair Sides - Mowhawk 0--+255 Full Sides
  997. /// </summary>
  998. HAIR_HAIR_SIDES_FULL = 57,
  999. /// <summary>
  1000. /// - Less 0--+255 More
  1001. /// </summary>
  1002. SKIN_BODY_DEFINITION = 58,
  1003. /// <summary>
  1004. /// Lip Width - Narrow Lips 0--+255 Wide Lips
  1005. /// </summary>
  1006. SHAPE_LIP_WIDTH = 59,
  1007. /// <summary>
  1008. /// - Small 0--+255 Big
  1009. /// </summary>
  1010. SHAPE_BELLY_SIZE = 60,
  1011. /// <summary>
  1012. /// - Less 0--+255 More
  1013. /// </summary>
  1014. SKIN_FACIAL_DEFINITION = 61,
  1015. /// <summary>
  1016. /// - Less 0--+255 More
  1017. /// </summary>
  1018. SKIN_WRINKLES = 62,
  1019. /// <summary>
  1020. /// - Less 0--+255 More
  1021. /// </summary>
  1022. SKIN_FRECKLES = 63,
  1023. /// <summary>
  1024. /// - Short Sideburns 0--+255 Mutton Chops
  1025. /// </summary>
  1026. HAIR_SIDEBURNS = 64,
  1027. /// <summary>
  1028. /// - Chaplin 0--+255 Handlebars
  1029. /// </summary>
  1030. HAIR_MOUSTACHE = 65,
  1031. /// <summary>
  1032. /// - Less soul 0--+255 More soul
  1033. /// </summary>
  1034. HAIR_SOULPATCH = 66,
  1035. /// <summary>
  1036. /// - Less Curtains 0--+255 More Curtains
  1037. /// </summary>
  1038. HAIR_CHIN_CURTAINS = 67,
  1039. /// <summary>
  1040. /// Rumpled Hair - Smooth Hair 0--+255 Rumpled Hair
  1041. /// </summary>
  1042. HAIR_HAIR_RUMPLED = 68,
  1043. /// <summary>
  1044. /// Big Hair Front - Less 0--+255 More
  1045. /// </summary>
  1046. HAIR_HAIR_BIG_FRONT = 69,
  1047. /// <summary>
  1048. /// Big Hair Top - Less 0--+255 More
  1049. /// </summary>
  1050. HAIR_HAIR_BIG_TOP = 70,
  1051. /// <summary>
  1052. /// Big Hair Back - Less 0--+255 More
  1053. /// </summary>
  1054. HAIR_HAIR_BIG_BACK = 71,
  1055. /// <summary>
  1056. /// Spiked Hair - No Spikes 0--+255 Big Spikes
  1057. /// </summary>
  1058. HAIR_HAIR_SPIKED = 72,
  1059. /// <summary>
  1060. /// Chin Depth - Shallow 0--+255 Deep
  1061. /// </summary>
  1062. SHAPE_DEEP_CHIN = 73,
  1063. /// <summary>
  1064. /// Part Bangs - No Part 0--+255 Part Bangs
  1065. /// </summary>
  1066. HAIR_BANGS_PART_MIDDLE = 74,
  1067. /// <summary>
  1068. /// Head Shape - More Square 0--+255 More Round
  1069. /// </summary>
  1070. SHAPE_HEAD_SHAPE = 75,
  1071. /// <summary>
  1072. /// Eye Spacing - Close Set Eyes 0--+255 Far Set Eyes
  1073. /// </summary>
  1074. SHAPE_EYE_SPACING = 76,
  1075. /// <summary>
  1076. /// - Low Heels 0--+255 High Heels
  1077. /// </summary>
  1078. SHOES_HEEL_HEIGHT = 77,
  1079. /// <summary>
  1080. /// - Low Platforms 0--+255 High Platforms
  1081. /// </summary>
  1082. SHOES_PLATFORM_HEIGHT = 78,
  1083. /// <summary>
  1084. /// - Thin Lips 0--+255 Fat Lips
  1085. /// </summary>
  1086. SHAPE_LIP_THICKNESS = 79,
  1087. /// <summary>
  1088. /// Mouth Position - High 0--+255 Low
  1089. /// </summary>
  1090. SHAPE_MOUTH_HEIGHT = 80,
  1091. /// <summary>
  1092. /// Breast Buoyancy - Less Gravity 0--+255 More Gravity
  1093. /// </summary>
  1094. SHAPE_BREAST_GRAVITY = 81,
  1095. /// <summary>
  1096. /// Platform Width - Narrow 0--+255 Wide
  1097. /// </summary>
  1098. SHOES_SHOE_PLATFORM_WIDTH = 82,
  1099. /// <summary>
  1100. /// - Pointy Heels 0--+255 Thick Heels
  1101. /// </summary>
  1102. SHOES_HEEL_SHAPE = 83,
  1103. /// <summary>
  1104. /// - Pointy 0--+255 Square
  1105. /// </summary>
  1106. SHOES_TOE_SHAPE = 84,
  1107. /// <summary>
  1108. /// Foot Size - Small 0--+255 Big
  1109. /// </summary>
  1110. SHAPE_FOOT_SIZE = 85,
  1111. /// <summary>
  1112. /// Nose Width - Narrow 0--+255 Wide
  1113. /// </summary>
  1114. SHAPE_WIDE_NOSE = 86,
  1115. /// <summary>
  1116. /// Eyelash Length - Short 0--+255 Long
  1117. /// </summary>
  1118. SHAPE_EYELASHES_LONG = 87,
  1119. /// <summary>
  1120. /// - Short 0--+255 Long
  1121. /// </summary>
  1122. UNDERSHIRT_SLEEVE_LENGTH = 88,
  1123. /// <summary>
  1124. /// - Short 0--+255 Long
  1125. /// </summary>
  1126. UNDERSHIRT_BOTTOM = 89,
  1127. /// <summary>
  1128. /// - Low 0--+255 High
  1129. /// </summary>
  1130. UNDERSHIRT_COLLAR_FRONT = 90,
  1131. JACKET_SLEEVE_LENGTH_91 = 91,
  1132. JACKET_COLLAR_FRONT_92 = 92,
  1133. /// <summary>
  1134. /// Jacket Length - Short 0--+255 Long
  1135. /// </summary>
  1136. JACKET_BOTTOM_LENGTH_LOWER = 93,
  1137. /// <summary>
  1138. /// Open Front - Open 0--+255 Closed
  1139. /// </summary>
  1140. JACKET_OPEN_JACKET = 94,
  1141. /// <summary>
  1142. /// - Short 0--+255 Tall
  1143. /// </summary>
  1144. SHOES_SHOE_HEIGHT = 95,
  1145. /// <summary>
  1146. /// - Short 0--+255 Long
  1147. /// </summary>
  1148. SOCKS_SOCKS_LENGTH = 96,
  1149. /// <summary>
  1150. /// - Short 0--+255 Long
  1151. /// </summary>
  1152. UNDERPANTS_PANTS_LENGTH = 97,
  1153. /// <summary>
  1154. /// - Low 0--+255 High
  1155. /// </summary>
  1156. UNDERPANTS_PANTS_WAIST = 98,
  1157. /// <summary>
  1158. /// Cuff Flare - Tight Cuffs 0--+255 Flared Cuffs
  1159. /// </summary>
  1160. PANTS_LEG_PANTFLAIR = 99,
  1161. /// <summary>
  1162. /// - More Vertical 0--+255 More Sloped
  1163. /// </summary>
  1164. SHAPE_FOREHEAD_ANGLE = 100,
  1165. /// <summary>
  1166. /// - Less Body Fat 0--+255 More Body Fat
  1167. /// </summary>
  1168. SHAPE_BODY_FAT = 101,
  1169. /// <summary>
  1170. /// Pants Crotch - High and Tight 0--+255 Low and Loose
  1171. /// </summary>
  1172. PANTS_LOW_CROTCH = 102,
  1173. /// <summary>
  1174. /// Egg Head - Chin Heavy 0--+255 Forehead Heavy
  1175. /// </summary>
  1176. SHAPE_EGG_HEAD = 103,
  1177. /// <summary>
  1178. /// Head Stretch - Squash Head 0--+255 Stretch Head
  1179. /// </summary>
  1180. SHAPE_SQUASH_STRETCH_HEAD = 104,
  1181. /// <summary>
  1182. /// Torso Muscles - Less Muscular 0--+255 More Muscular
  1183. /// </summary>
  1184. SHAPE_TORSO_MUSCLES = 105,
  1185. /// <summary>
  1186. /// Outer Eye Corner - Corner Down 0--+255 Corner Up
  1187. /// </summary>
  1188. SHAPE_EYELID_CORNER_UP = 106,
  1189. /// <summary>
  1190. /// - Less Muscular 0--+255 More Muscular
  1191. /// </summary>
  1192. SHAPE_LEG_MUSCLES = 107,
  1193. /// <summary>
  1194. /// Lip Fullness - Less Full 0--+255 More Full
  1195. /// </summary>
  1196. SHAPE_TALL_LIPS = 108,
  1197. /// <summary>
  1198. /// Toe Thickness - Flat Toe 0--+255 Thick Toe
  1199. /// </summary>
  1200. SHOES_SHOE_TOE_THICK = 109,
  1201. /// <summary>
  1202. /// Crooked Nose - Nose Left 0--+255 Nose Right
  1203. /// </summary>
  1204. SHAPE_CROOKED_NOSE = 110,
  1205. /// <summary>
  1206. /// - Corner Down 0--+255 Corner Up
  1207. /// </summary>
  1208. SHAPE_MOUTH_CORNER = 111,
  1209. /// <summary>
  1210. /// - Shear Right Up 0--+255 Shear Left Up
  1211. /// </summary>
  1212. SHAPE_FACE_SHEAR = 112,
  1213. /// <summary>
  1214. /// Shift Mouth - Shift Left 0--+255 Shift Right
  1215. /// </summary>
  1216. SHAPE_SHIFT_MOUTH = 113,
  1217. /// <summary>
  1218. /// Eye Pop - Pop Right Eye 0--+255 Pop Left Eye
  1219. /// </summary>
  1220. SHAPE_POP_EYE = 114,
  1221. /// <summary>
  1222. /// Jaw Jut - Overbite 0--+255 Underbite
  1223. /// </summary>
  1224. SHAPE_JAW_JUT = 115,
  1225. /// <summary>
  1226. /// Shear Back - Full Back 0--+255 Sheared Back
  1227. /// </summary>
  1228. HAIR_HAIR_SHEAR_BACK = 116,
  1229. /// <summary>
  1230. /// - Small Hands 0--+255 Large Hands
  1231. /// </summary>
  1232. SHAPE_HAND_SIZE = 117,
  1233. /// <summary>
  1234. /// Love Handles - Less Love 0--+255 More Love
  1235. /// </summary>
  1236. SHAPE_LOVE_HANDLES = 118,
  1237. SHAPE_TORSO_MUSCLES_119 = 119,
  1238. /// <summary>
  1239. /// Head Size - Small Head 0--+255 Big Head
  1240. /// </summary>
  1241. SHAPE_HEAD_SIZE = 120,
  1242. /// <summary>
  1243. /// - Skinny Neck 0--+255 Thick Neck
  1244. /// </summary>
  1245. SHAPE_NECK_THICKNESS = 121,
  1246. /// <summary>
  1247. /// Breast Cleavage - Separate 0--+255 Join
  1248. /// </summary>
  1249. SHAPE_BREAST_FEMALE_CLEAVAGE = 122,
  1250. /// <summary>
  1251. /// Pectorals - Big Pectorals 0--+255 Sunken Chest
  1252. /// </summary>
  1253. SHAPE_CHEST_MALE_NO_PECS = 123,
  1254. /// <summary>
  1255. /// Eye Size - Beady Eyes 0--+255 Anime Eyes
  1256. /// </summary>
  1257. SHAPE_EYE_SIZE = 124,
  1258. /// <summary>
  1259. /// - Short Legs 0--+255 Long Legs
  1260. /// </summary>
  1261. SHAPE_LEG_LENGTH = 125,
  1262. /// <summary>
  1263. /// - Short Arms 0--+255 Long arms
  1264. /// </summary>
  1265. SHAPE_ARM_LENGTH = 126,
  1266. /// <summary>
  1267. /// - Pink 0--+255 Black
  1268. /// </summary>
  1269. SKIN_LIPSTICK_COLOR = 127,
  1270. /// <summary>
  1271. /// - No Lipstick 0--+255 More Lipstick
  1272. /// </summary>
  1273. SKIN_LIPSTICK = 128,
  1274. /// <summary>
  1275. /// - No Lipgloss 0--+255 Glossy
  1276. /// </summary>
  1277. SKIN_LIPGLOSS = 129,
  1278. /// <summary>
  1279. /// - No Eyeliner 0--+255 Full Eyeliner
  1280. /// </summary>
  1281. SKIN_EYELINER = 130,
  1282. /// <summary>
  1283. /// - No Blush 0--+255 More Blush
  1284. /// </summary>
  1285. SKIN_BLUSH = 131,
  1286. /// <summary>
  1287. /// - Pink 0--+255 Orange
  1288. /// </summary>
  1289. SKIN_BLUSH_COLOR = 132,
  1290. /// <summary>
  1291. /// - Clear 0--+255 Opaque
  1292. /// </summary>
  1293. SKIN_OUT_SHDW_OPACITY = 133,
  1294. /// <summary>
  1295. /// - No Eyeshadow 0--+255 More Eyeshadow
  1296. /// </summary>
  1297. SKIN_OUTER_SHADOW = 134,
  1298. /// <summary>
  1299. /// - Light 0--+255 Dark
  1300. /// </summary>
  1301. SKIN_OUT_SHDW_COLOR = 135,
  1302. /// <summary>
  1303. /// - No Eyeshadow 0--+255 More Eyeshadow
  1304. /// </summary>
  1305. SKIN_INNER_SHADOW = 136,
  1306. /// <summary>
  1307. /// - No Polish 0--+255 Painted Nails
  1308. /// </summary>
  1309. SKIN_NAIL_POLISH = 137,
  1310. /// <summary>
  1311. /// - Clear 0--+255 Opaque
  1312. /// </summary>
  1313. SKIN_BLUSH_OPACITY = 138,
  1314. /// <summary>
  1315. /// - Light 0--+255 Dark
  1316. /// </summary>
  1317. SKIN_IN_SHDW_COLOR = 139,
  1318. /// <summary>
  1319. /// - Clear 0--+255 Opaque
  1320. /// </summary>
  1321. SKIN_IN_SHDW_OPACITY = 140,
  1322. /// <summary>
  1323. /// - Dark Green 0--+255 Black
  1324. /// </summary>
  1325. SKIN_EYELINER_COLOR = 141,
  1326. /// <summary>
  1327. /// - Pink 0--+255 Black
  1328. /// </summary>
  1329. SKIN_NAIL_POLISH_COLOR = 142,
  1330. /// <summary>
  1331. /// - Sparse 0--+255 Dense
  1332. /// </summary>
  1333. HAIR_EYEBROW_DENSITY = 143,
  1334. /// <summary>
  1335. /// - 5 O'Clock Shadow 0--+255 Bushy Hair
  1336. /// </summary>
  1337. HAIR_HAIR_THICKNESS = 144,
  1338. /// <summary>
  1339. /// Saddle Bags - Less Saddle 0--+255 More Saddle
  1340. /// </summary>
  1341. SHAPE_SADDLEBAGS = 145,
  1342. /// <summary>
  1343. /// Taper Back - Wide Back 0--+255 Narrow Back
  1344. /// </summary>
  1345. HAIR_HAIR_TAPER_BACK = 146,
  1346. /// <summary>
  1347. /// Taper Front - Wide Front 0--+255 Narrow Front
  1348. /// </summary>
  1349. HAIR_HAIR_TAPER_FRONT = 147,
  1350. /// <summary>
  1351. /// - Short Neck 0--+255 Long Neck
  1352. /// </summary>
  1353. SHAPE_NECK_LENGTH = 148,
  1354. /// <summary>
  1355. /// Eyebrow Height - Higher 0--+255 Lower
  1356. /// </summary>
  1357. HAIR_LOWER_EYEBROWS = 149,
  1358. /// <summary>
  1359. /// Lower Bridge - Low 0--+255 High
  1360. /// </summary>
  1361. SHAPE_LOWER_BRIDGE_NOSE = 150,
  1362. /// <summary>
  1363. /// Nostril Division - High 0--+255 Low
  1364. /// </summary>
  1365. SHAPE_LOW_SEPTUM_NOSE = 151,
  1366. /// <summary>
  1367. /// Jaw Angle - Low Jaw 0--+255 High Jaw
  1368. /// </summary>
  1369. SHAPE_JAW_ANGLE = 152,
  1370. /// <summary>
  1371. /// Shear Front - Full Front 0--+255 Sheared Front
  1372. /// </summary>
  1373. HAIR_HAIR_SHEAR_FRONT = 153,
  1374. /// <summary>
  1375. /// - Less Volume 0--+255 More Volume
  1376. /// </summary>
  1377. HAIR_HAIR_VOLUME = 154,
  1378. /// <summary>
  1379. /// Lip Cleft Depth - Shallow 0--+255 Deep
  1380. /// </summary>
  1381. SHAPE_LIP_CLEFT_DEEP = 155,
  1382. /// <summary>
  1383. /// Puffy Eyelids - Flat 0--+255 Puffy
  1384. /// </summary>
  1385. SHAPE_PUFFY_LOWER_LIDS = 156,
  1386. /// <summary>
  1387. /// - Sunken Eyes 0--+255 Bugged Eyes
  1388. /// </summary>
  1389. SHAPE_EYE_DEPTH = 157,
  1390. /// <summary>
  1391. /// - Flat Head 0--+255 Long Head
  1392. /// </summary>
  1393. SHAPE_HEAD_LENGTH = 158,
  1394. /// <summary>
  1395. /// - Less Freckles 0--+255 More Freckles
  1396. /// </summary>
  1397. SKIN_BODY_FRECKLES = 159,
  1398. /// <summary>
  1399. /// - Low 0--+255 High
  1400. /// </summary>
  1401. UNDERSHIRT_COLLAR_BACK = 160,
  1402. JACKET_COLLAR_BACK_161 = 161,
  1403. SHIRT_COLLAR_BACK_162 = 162,
  1404. /// <summary>
  1405. /// - Short Pigtails 0--+255 Long Pigtails
  1406. /// </summary>
  1407. HAIR_PIGTAILS = 163,
  1408. /// <summary>
  1409. /// - Short Ponytail 0--+255 Long Ponytail
  1410. /// </summary>
  1411. HAIR_PONYTAIL = 164,
  1412. /// <summary>
  1413. /// Butt Size - Flat Butt 0--+255 Big Butt
  1414. /// </summary>
  1415. SHAPE_BUTT_SIZE = 165,
  1416. /// <summary>
  1417. /// Ear Tips - Flat 0--+255 Pointy
  1418. /// </summary>
  1419. SHAPE_POINTY_EARS = 166,
  1420. /// <summary>
  1421. /// Lip Ratio - More Upper Lip 0--+255 More Lower Lip
  1422. /// </summary>
  1423. SHAPE_LIP_RATIO = 167,
  1424. SHIRT_SLEEVE_LENGTH_168 = 168,
  1425. /// <summary>
  1426. /// - Short 0--+255 Long
  1427. /// </summary>
  1428. SHIRT_SHIRT_BOTTOM = 169,
  1429. SHIRT_COLLAR_FRONT_170 = 170,
  1430. SHIRT_SHIRT_RED = 171,
  1431. SHIRT_SHIRT_GREEN = 172,
  1432. SHIRT_SHIRT_BLUE = 173,
  1433. PANTS_PANTS_RED = 174,
  1434. PANTS_PANTS_GREEN = 175,
  1435. PANTS_PANTS_BLUE = 176,
  1436. SHOES_SHOES_RED = 177,
  1437. SHOES_SHOES_GREEN = 178,
  1438. /// <summary>
  1439. /// - Low 0--+255 High
  1440. /// </summary>
  1441. PANTS_WAIST_HEIGHT = 179,
  1442. PANTS_PANTS_LENGTH_180 = 180,
  1443. /// <summary>
  1444. /// Pants Fit - Tight Pants 0--+255 Loose Pants
  1445. /// </summary>
  1446. PANTS_LOOSE_LOWER_CLOTHING = 181,
  1447. SHOES_SHOES_BLUE = 182,
  1448. SOCKS_SOCKS_RED = 183,
  1449. SOCKS_SOCKS_GREEN = 184,
  1450. SOCKS_SOCKS_BLUE = 185,
  1451. UNDERSHIRT_UNDERSHIRT_RED = 186,
  1452. UNDERSHIRT_UNDERSHIRT_GREEN = 187,
  1453. UNDERSHIRT_UNDERSHIRT_BLUE = 188,
  1454. UNDERPANTS_UNDERPANTS_RED = 189,
  1455. UNDERPANTS_UNDERPANTS_GREEN = 190,
  1456. UNDERPANTS_UNDERPANTS_BLUE = 191,
  1457. GLOVES_GLOVES_RED = 192,
  1458. /// <summary>
  1459. /// Shirt Fit - Tight Shirt 0--+255 Loose Shirt
  1460. /// </summary>
  1461. SHIRT_LOOSE_UPPER_CLOTHING = 193,
  1462. GLOVES_GLOVES_GREEN = 194,
  1463. GLOVES_GLOVES_BLUE = 195,
  1464. JACKET_JACKET_RED = 196,
  1465. JACKET_JACKET_GREEN = 197,
  1466. JACKET_JACKET_BLUE = 198,
  1467. /// <summary>
  1468. /// Sleeve Looseness - Tight Sleeves 0--+255 Loose Sleeves
  1469. /// </summary>
  1470. SHIRT_SHIRTSLEEVE_FLAIR = 199,
  1471. /// <summary>
  1472. /// Knee Angle - Knock Kneed 0--+255 Bow Legged
  1473. /// </summary>
  1474. SHAPE_BOWED_LEGS = 200,
  1475. /// <summary>
  1476. /// - Short hips 0--+255 Long Hips
  1477. /// </summary>
  1478. SHAPE_HIP_LENGTH = 201,
  1479. /// <summary>
  1480. /// - Fingerless 0--+255 Fingers
  1481. /// </summary>
  1482. GLOVES_GLOVE_FINGERS = 202,
  1483. /// <summary>
  1484. /// bustle skirt - no bustle 0--+255 more bustle
  1485. /// </summary>
  1486. SKIRT_SKIRT_BUSTLE = 203,
  1487. /// <summary>
  1488. /// - Short 0--+255 Long
  1489. /// </summary>
  1490. SKIRT_SKIRT_LENGTH = 204,
  1491. /// <summary>
  1492. /// - Open Front 0--+255 Closed Front
  1493. /// </summary>
  1494. SKIRT_SLIT_FRONT = 205,
  1495. /// <summary>
  1496. /// - Open Back 0--+255 Closed Back
  1497. /// </summary>
  1498. SKIRT_SLIT_BACK = 206,
  1499. /// <summary>
  1500. /// - Open Left 0--+255 Closed Left
  1501. /// </summary>
  1502. SKIRT_SLIT_LEFT = 207,
  1503. /// <summary>
  1504. /// - Open Right 0--+255 Closed Right
  1505. /// </summary>
  1506. SKIRT_SLIT_RIGHT = 208,
  1507. /// <summary>
  1508. /// Skirt Fit - Tight Skirt 0--+255 Poofy Skirt
  1509. /// </summary>
  1510. SKIRT_SKIRT_LOOSENESS = 209,
  1511. SHIRT_SHIRT_WRINKLES = 210,
  1512. PANTS_PANTS_WRINKLES = 211,
  1513. /// <summary>
  1514. /// Jacket Wrinkles - No Wrinkles 0--+255 Wrinkles
  1515. /// </summary>
  1516. JACKET_JACKET_WRINKLES = 212,
  1517. /// <summary>
  1518. /// Package - Coin Purse 0--+255 Duffle Bag
  1519. /// </summary>
  1520. SHAPE_MALE_PACKAGE = 213,
  1521. /// <summary>
  1522. /// Inner Eye Corner - Corner Down 0--+255 Corner Up
  1523. /// </summary>
  1524. SHAPE_EYELID_INNER_CORNER_UP = 214,
  1525. SKIRT_SKIRT_RED = 215,
  1526. SKIRT_SKIRT_GREEN = 216,
  1527. SKIRT_SKIRT_BLUE = 217,
  1528. /// <summary>
  1529. /// Avatar Physics section. These are 0 type visual params which get transmitted.
  1530. /// </summary>
  1531. /// <summary>
  1532. /// Breast Part 1
  1533. /// </summary>
  1534. BREAST_PHYSICS_MASS = 218,
  1535. BREAST_PHYSICS_GRAVITY = 219,
  1536. BREAST_PHYSICS_DRAG = 220,
  1537. BREAST_PHYSICS_UPDOWN_MAX_EFFECT = 221,
  1538. BREAST_PHYSICS_UPDOWN_SPRING = 222,
  1539. BREAST_PHYSICS_UPDOWN_GAIN = 223,
  1540. BREAST_PHYSICS_UPDOWN_DAMPING = 224,
  1541. BREAST_PHYSICS_INOUT_MAX_EFFECT = 225,
  1542. BREAST_PHYSICS_INOUT_SPRING = 226,
  1543. BREAST_PHYSICS_INOUT_GAIN = 227,
  1544. BREAST_PHYSICS_INOUT_DAMPING = 228,
  1545. /// <summary>
  1546. /// Belly
  1547. /// </summary>
  1548. BELLY_PHYISCS_MASS = 229,
  1549. BELLY_PHYSICS_GRAVITY = 230,
  1550. BELLY_PHYSICS_DRAG = 231,
  1551. BELLY_PHYISCS_UPDOWN_MAX_EFFECT = 232,
  1552. BELLY_PHYSICS_UPDOWN_SPRING = 233,
  1553. BELLY_PHYSICS_UPDOWN_GAIN = 234,
  1554. BELLY_PHYSICS_UPDOWN_DAMPING = 235,
  1555. /// <summary>
  1556. /// Butt
  1557. /// </summary>
  1558. BUTT_PHYSICS_MASS = 236,
  1559. BUTT_PHYSICS_GRAVITY = 237,
  1560. BUTT_PHYSICS_DRAG = 238,
  1561. BUTT_PHYSICS_UPDOWN_MAX_EFFECT = 239,
  1562. BUTT_PHYSICS_UPDOWN_SPRING = 240,
  1563. BUTT_PHYSICS_UPDOWN_GAIN = 241,
  1564. BUTT_PHYSICS_UPDOWN_DAMPING = 242,
  1565. BUTT_PHYSICS_LEFTRIGHT_MAX_EFFECT = 243,
  1566. BUTT_PHYSICS_LEFTRIGHT_SPRING = 244,
  1567. BUTT_PHYSICS_LEFTRIGHT_GAIN = 245,
  1568. BUTT_PHYSICS_LEFTRIGHT_DAMPING = 246,
  1569. /// <summary>
  1570. /// Breast Part 2
  1571. /// </summary>
  1572. BREAST_PHYSICS_LEFTRIGHT_MAX_EFFECT = 247,
  1573. BREAST_PHYSICS_LEFTRIGHT_SPRING= 248,
  1574. BREAST_PHYSICS_LEFTRIGHT_GAIN = 249,
  1575. BREAST_PHYSICS_LEFTRIGHT_DAMPING = 250,
  1576. // Ubit: 07/96/2013 new parameters
  1577. _APPEARANCEMESSAGE_VERSION = 251, //ID 11000
  1578. SHAPE_HOVER = 252, //ID 11001
  1579. }
  1580. #endregion
  1581. }
  1582. }