AvatarAppearance.cs 67 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.Generic;
  30. using OpenMetaverse;
  31. using OpenMetaverse.StructuredData;
  32. using log4net;
  33. using System.Text;
  34. using System.Runtime.InteropServices;
  35. namespace OpenSim.Framework
  36. {
  37. /// <summary>
  38. /// Contains the Avatar's Appearance and methods to manipulate the appearance.
  39. /// </summary>
  40. public class AvatarAppearance
  41. {
  42. // SL box diferent to size
  43. const float AVBOXAJUST = 0.2f;
  44. // constrains for ubitode physics
  45. const float AVBOXMINX = 0.2f;
  46. const float AVBOXMINY = 0.3f;
  47. const float AVBOXMINZ = 1.2f;
  48. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  49. // this is viewer capabilities and weared things dependent
  50. // should be only used as initial default value ( V1 viewers )
  51. public const int VISUALPARAM_COUNT = 218;
  52. // regions and viewer compatibility
  53. public readonly static int TEXTURE_COUNT = 45;
  54. public const int TEXTURE_COUNT_PV7 = 29;
  55. public const int BAKES_COUNT_PV7 = 6;
  56. public const int MAXWEARABLE_PV7 = 16;
  57. public const int MAXWEARABLE_LEGACY = 15;
  58. public readonly static byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20, 40, 41, 42, 43, 44 };
  59. protected int m_serial = 0;
  60. protected byte[] m_visualparams;
  61. protected Primitive.TextureEntry m_texture;
  62. protected AvatarWearable[] m_wearables;
  63. protected Dictionary<int, List<AvatarAttachment>> m_attachments;
  64. protected WearableCacheItem[] m_cacheitems;
  65. protected Vector3 m_avatarSize = new Vector3(0.45f, 0.6f, 1.9f); // sl Z cloud value
  66. protected Vector3 m_avatarBoxSize = new Vector3(0.45f, 0.6f, 1.9f);
  67. protected float m_avatarHeight = 0;
  68. protected float m_avatarFeetOffset = 0;
  69. protected float m_avatarAnimOffset = 0;
  70. public int Serial
  71. {
  72. get { return m_serial; }
  73. set { m_serial = value; }
  74. }
  75. public byte[] VisualParams
  76. {
  77. get { return m_visualparams; }
  78. set { m_visualparams = value; }
  79. }
  80. public Vector3 AvatarSize
  81. {
  82. get { return m_avatarSize; }
  83. }
  84. public Vector3 AvatarBoxSize
  85. {
  86. get { return m_avatarBoxSize; }
  87. }
  88. public float AvatarFeetOffset
  89. {
  90. get { return m_avatarFeetOffset + m_avatarAnimOffset; }
  91. }
  92. public Primitive.TextureEntry Texture
  93. {
  94. get { return m_texture; }
  95. set
  96. {
  97. // m_log.DebugFormat("[AVATAR APPEARANCE]: Set TextureEntry to {0}", value);
  98. m_texture = value;
  99. }
  100. }
  101. public AvatarWearable[] Wearables
  102. {
  103. get { return m_wearables; }
  104. set { m_wearables = value; }
  105. }
  106. public float AvatarHeight
  107. {
  108. get { return m_avatarHeight; }
  109. set { m_avatarHeight = value; }
  110. }
  111. public WearableCacheItem[] WearableCacheItems
  112. {
  113. get { return m_cacheitems; }
  114. set { m_cacheitems = value; }
  115. }
  116. public float AvatarPreferencesHoverZ { get; set; }
  117. public AvatarAppearance()
  118. {
  119. // m_log.WarnFormat("[AVATAR APPEARANCE]: create empty appearance");
  120. m_serial = 0;
  121. SetDefaultWearables();
  122. SetDefaultTexture();
  123. SetDefaultParams();
  124. // SetHeight();
  125. SetSize(new Vector3(0.45f,0.6f,1.9f));
  126. m_attachments = new Dictionary<int, List<AvatarAttachment>>();
  127. }
  128. public AvatarAppearance(OSDMap map)
  129. {
  130. // m_log.WarnFormat("[AVATAR APPEARANCE]: create appearance from OSDMap");
  131. Unpack(map);
  132. // SetHeight(); done in Unpack
  133. }
  134. public AvatarAppearance(AvatarWearable[] wearables, Primitive.TextureEntry textureEntry, byte[] visualParams)
  135. {
  136. // m_log.WarnFormat("[AVATAR APPEARANCE] create initialized appearance");
  137. m_serial = 0;
  138. if (wearables != null)
  139. m_wearables = wearables;
  140. else
  141. SetDefaultWearables();
  142. if (textureEntry != null)
  143. m_texture = textureEntry;
  144. else
  145. SetDefaultTexture();
  146. if (visualParams != null)
  147. m_visualparams = visualParams;
  148. else
  149. SetDefaultParams();
  150. // SetHeight();
  151. if(m_avatarHeight == 0)
  152. SetSize(new Vector3(0.45f,0.6f,1.9f));
  153. m_attachments = new Dictionary<int, List<AvatarAttachment>>();
  154. }
  155. public AvatarAppearance(AvatarAppearance appearance): this(appearance, true,true)
  156. {
  157. }
  158. public AvatarAppearance(AvatarAppearance appearance, bool copyWearables)
  159. : this(appearance, copyWearables, true)
  160. {
  161. }
  162. public AvatarAppearance(AvatarAppearance appearance, bool copyWearables, bool copyBaked)
  163. {
  164. // m_log.WarnFormat("[AVATAR APPEARANCE] create from an existing appearance");
  165. if (appearance == null)
  166. {
  167. m_serial = 0;
  168. SetDefaultWearables();
  169. SetDefaultTexture();
  170. SetDefaultParams();
  171. // SetHeight();
  172. SetSize(new Vector3(0.45f, 0.6f, 1.9f));
  173. AvatarPreferencesHoverZ = 0;
  174. m_attachments = new Dictionary<int, List<AvatarAttachment>>();
  175. return;
  176. }
  177. m_serial = appearance.Serial;
  178. AvatarPreferencesHoverZ = appearance.AvatarPreferencesHoverZ;
  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.GetBakesBytes();
  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.IsZero())
  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 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 void ResetAppearance()
  246. {
  247. // m_log.WarnFormat("[AVATAR APPEARANCE]: Reset appearance");
  248. m_serial = 0;
  249. SetDefaultTexture();
  250. AvatarPreferencesHoverZ = 0;
  251. //for (int i = 0; i < BAKE_INDICES.Length; i++)
  252. // {
  253. // int idx = BAKE_INDICES[i];
  254. // m_texture.FaceTextures[idx].TextureID = UUID.Zero;
  255. // }
  256. }
  257. protected void SetDefaultParams()
  258. {
  259. 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 };
  260. }
  261. /// <summary>
  262. /// Invalidate all of the baked textures in the appearance, useful
  263. /// if you know that none are valid
  264. /// </summary>
  265. public void ResetBakedTextures()
  266. {
  267. SetDefaultTexture();
  268. }
  269. protected void SetDefaultTexture()
  270. {
  271. m_texture = new Primitive.TextureEntry(new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE));
  272. }
  273. /// <summary>
  274. /// Set up appearance texture ids.
  275. /// </summary>
  276. /// <returns>
  277. /// True if any existing texture id was changed by the new data.
  278. /// False if there were no changes or no existing texture ids.
  279. /// </returns>
  280. public bool SetTextureEntries(Primitive.TextureEntry textureEntry)
  281. {
  282. if (textureEntry == null)
  283. return false;
  284. bool changed = false;
  285. Primitive.TextureEntryFace newface;
  286. Primitive.TextureEntryFace tmpFace;
  287. Primitive.TextureEntryFace curFace;
  288. //make sure textureEntry.DefaultTexture is the unused one(DEFAULT_AVATAR_TEXTURE).
  289. Primitive.TextureEntry converted = new Primitive.TextureEntry(AppearanceManager.DEFAULT_AVATAR_TEXTURE);
  290. for (uint i = 0; i < TEXTURE_COUNT; ++i)
  291. {
  292. newface = textureEntry.GetFace(i);
  293. curFace = m_texture.FaceTextures[i];
  294. if (newface.TextureID.Equals(AppearanceManager.DEFAULT_AVATAR_TEXTURE))
  295. {
  296. if (curFace == null)
  297. continue;
  298. if (!curFace.TextureID.Equals(AppearanceManager.DEFAULT_AVATAR_TEXTURE))
  299. changed = true;
  300. }
  301. else
  302. {
  303. tmpFace = converted.GetFace(i);
  304. tmpFace.TextureID = newface.TextureID; // we need a full high level copy, assuming all other parameters are the same.
  305. if (curFace == null || !curFace.TextureID.Equals(newface.TextureID))
  306. changed = true;
  307. }
  308. }
  309. if(changed)
  310. m_texture = converted;
  311. return changed;
  312. }
  313. /// <summary>
  314. /// Set up visual parameters for the avatar and refresh the avatar height
  315. /// </summary>
  316. /// <returns>
  317. /// True if any existing visual parameter was changed by the new data.
  318. /// False if there were no changes or no existing visual parameters.
  319. /// </returns>
  320. public bool SetVisualParams(byte[] visualParams)
  321. {
  322. if (visualParams == null)
  323. return false;
  324. // There are much simpler versions of this copy that could be
  325. // made. We determine if any of the visual parameters actually
  326. // changed to know if the appearance should be saved later
  327. bool changed = false;
  328. int newsize = visualParams.Length;
  329. if (newsize != m_visualparams.Length)
  330. {
  331. changed = true;
  332. m_visualparams = (byte[])visualParams.Clone();
  333. }
  334. else
  335. {
  336. for (int i = 0; i < newsize; i++)
  337. {
  338. if (visualParams[i] != m_visualparams[i])
  339. {
  340. // DEBUG ON
  341. // m_log.WarnFormat("[AVATARAPPEARANCE] vparams changed [{0}] {1} ==> {2}",
  342. // i,m_visualparams[i],visualParams[i]);
  343. // DEBUG OFF
  344. m_visualparams[i] = visualParams[i];
  345. changed = true;
  346. }
  347. }
  348. }
  349. // Reset the height if the visual parameters actually changed
  350. //if (changed)
  351. // SetHeight();
  352. return changed;
  353. }
  354. public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams)
  355. {
  356. SetTextureEntries(textureEntry);
  357. SetVisualParams(visualParams);
  358. }
  359. /// <summary>
  360. /// Set avatar height by a calculation based on their visual parameters.
  361. /// </summary>
  362. public void SetHeight()
  363. {
  364. /*
  365. // Start with shortest possible female avatar height
  366. m_avatarHeight = 1.14597f;
  367. // Add offset for male avatars
  368. if (m_visualparams[(int)VPElement.SHAPE_MALE] != 0)
  369. m_avatarHeight += 0.0848f;
  370. // Add offsets for visual params
  371. m_avatarHeight += 0.516945f * (float)m_visualparams[(int)VPElement.SHAPE_HEIGHT] / 255.0f
  372. + 0.08117f * (float)m_visualparams[(int)VPElement.SHAPE_HEAD_SIZE] / 255.0f
  373. + 0.3836f * (float)m_visualparams[(int)VPElement.SHAPE_LEG_LENGTH] / 255.0f
  374. + 0.07f * (float)m_visualparams[(int)VPElement.SHOES_PLATFORM_HEIGHT] / 255.0f
  375. + 0.08f * (float)m_visualparams[(int)VPElement.SHOES_HEEL_HEIGHT] / 255.0f
  376. + 0.076f * (float)m_visualparams[(int)VPElement.SHAPE_NECK_LENGTH] / 255.0f;
  377. */
  378. }
  379. public void SetSize(Vector3 avSize)
  380. {
  381. if (avSize.X > 32f)
  382. avSize.X = 32f;
  383. else if (avSize.X < 0.1f)
  384. avSize.X = 0.1f;
  385. if (avSize.Y > 32f)
  386. avSize.Y = 32f;
  387. else if (avSize.Y < 0.1f)
  388. avSize.Y = 0.1f;
  389. if (avSize.Z > 32f)
  390. avSize.Z = 32f;
  391. else if (avSize.Z < 0.1f)
  392. avSize.Z = 0.1f;
  393. m_avatarSize = avSize;
  394. m_avatarBoxSize = avSize;
  395. m_avatarBoxSize.Z += AVBOXAJUST;
  396. if (m_avatarBoxSize.X < AVBOXMINX)
  397. m_avatarBoxSize.X = AVBOXMINX;
  398. if (m_avatarBoxSize.Y < AVBOXMINY)
  399. m_avatarBoxSize.Y = AVBOXMINY;
  400. if (m_avatarBoxSize.Z < AVBOXMINZ)
  401. m_avatarBoxSize.Z = AVBOXMINZ;
  402. m_avatarHeight = m_avatarSize.Z;
  403. }
  404. public void SetWearable(int wearableId, AvatarWearable wearable)
  405. {
  406. // DEBUG ON
  407. // m_log.WarnFormat("[AVATARAPPEARANCE] set wearable {0} --> {1}:{2}",wearableId,wearable.ItemID,wearable.AssetID);
  408. // DEBUG OFF
  409. if (wearableId >= m_wearables.Length)
  410. {
  411. int currentLength = m_wearables.Length;
  412. Array.Resize(ref m_wearables, wearableId + 1);
  413. for (int i = currentLength ; i < m_wearables.Length ; i++)
  414. m_wearables[i] = new AvatarWearable();
  415. }
  416. m_wearables[wearableId].Clear();
  417. for (int i = 0; i < wearable.Count; i++)
  418. m_wearables[wearableId].Add(wearable[i].ItemID, wearable[i].AssetID);
  419. }
  420. // DEBUG ON
  421. public override String ToString()
  422. {
  423. StringBuilder sb = new();
  424. sb.AppendLine($"Serial: {m_serial}");
  425. for (uint i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++)
  426. if (m_texture.FaceTextures[i] != null)
  427. sb.AppendLine($"Texture: {i} --> {m_texture.FaceTextures[i].TextureID}");
  428. foreach (AvatarWearable awear in m_wearables)
  429. {
  430. for (int i = 0; i < awear.Count; i++)
  431. sb.AppendLine($"Wearable: item={awear[i].ItemID}, asset={awear[i].AssetID}");
  432. }
  433. sb.Append("Visual Params: ");
  434. //for (uint j = 0; j < AvatarAppearance.VISUALPARAM_COUNT; j++)
  435. for (uint j = 0; j < m_visualparams.Length; j++)
  436. {
  437. sb.Append(m_visualparams[j]);
  438. sb.Append(',');
  439. }
  440. sb.Append('\n');
  441. return sb.ToString();
  442. }
  443. // DEBUG OFF
  444. /// <summary>
  445. /// Get a list of the attachments.
  446. /// </summary>
  447. /// <remarks>
  448. /// There may be duplicate attachpoints
  449. /// </remarks>
  450. public List<AvatarAttachment> GetAttachments()
  451. {
  452. lock (m_attachments)
  453. {
  454. List<AvatarAttachment> alist = new List<AvatarAttachment>();
  455. foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
  456. {
  457. foreach (AvatarAttachment attach in kvp.Value)
  458. alist.Add(new AvatarAttachment(attach));
  459. }
  460. return alist;
  461. }
  462. }
  463. internal void AppendAttachment(AvatarAttachment attach)
  464. {
  465. //m_log.DebugFormat(
  466. // "[AVATAR APPEARNCE]: Appending itemID={0}, assetID={1} at {2}",
  467. // attach.ItemID, attach.AssetID, attach.AttachPoint);
  468. lock (m_attachments)
  469. {
  470. ref List<AvatarAttachment> atlst = ref CollectionsMarshal.GetValueRefOrAddDefault(m_attachments, attach.AttachPoint, out bool ex);
  471. if(!ex)
  472. {
  473. atlst = new List<AvatarAttachment>() { attach };
  474. return;
  475. }
  476. foreach (AvatarAttachment prev in atlst)
  477. {
  478. if (prev.ItemID.Equals(attach.ItemID))
  479. return;
  480. }
  481. atlst.Add(attach);
  482. }
  483. }
  484. internal void ReplaceAttachment(AvatarAttachment attach)
  485. {
  486. //m_log.DebugFormat(
  487. // "[AVATAR APPEARANCE]: Replacing itemID={0}, assetID={1} at {2}",
  488. // attach.ItemID, attach.AssetID, attach.AttachPoint);
  489. lock (m_attachments)
  490. {
  491. m_attachments[attach.AttachPoint] = new List<AvatarAttachment>() { attach };
  492. }
  493. }
  494. /// <summary>
  495. /// Set an attachment
  496. /// </summary>
  497. /// <remarks>
  498. /// If the attachpoint has the
  499. /// 0x80 bit set then we assume this is an append
  500. /// operation otherwise we replace whatever is
  501. /// currently attached at the attachpoint
  502. /// </remarks>
  503. /// <param name="attachpoint"></param>
  504. /// <param name="item">If UUID.Zero, then an any attachment at the attachpoint is removed.</param>
  505. /// <param name="asset"></param>
  506. /// <returns>
  507. /// return true if something actually changed
  508. /// </returns>
  509. public bool SetAttachment(int attachpoint, UUID item, UUID asset)
  510. {
  511. //m_log.DebugFormat(
  512. // "[AVATAR APPEARANCE]: Setting attachment at {0} with item ID {1}, asset ID {2}",
  513. // attachpoint, item, asset);
  514. if (attachpoint == 0)
  515. return false;
  516. lock (m_attachments)
  517. {
  518. if (item.IsZero())
  519. return m_attachments.Remove(attachpoint);
  520. // When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However,
  521. // the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If
  522. // we simply perform an item check here then the asset ids (which are now present) are never set, and NPC attachments
  523. // later fail unless the attachment is detached and reattached.
  524. //
  525. // Therefore, we will carry on with the set if the existing attachment has no asset id.
  526. AvatarAttachment existingAttachment = GetAttachmentForItem(item);
  527. if (existingAttachment != null)
  528. {
  529. // m_log.DebugFormat(
  530. // "[AVATAR APPEARANCE]: Found existing attachment for {0}, asset {1} at point {2}",
  531. // existingAttachment.ItemID, existingAttachment.AssetID, existingAttachment.AttachPoint);
  532. if (!existingAttachment.AssetID.IsZero() && existingAttachment.AttachPoint == (attachpoint & 0x7F))
  533. {
  534. m_log.Debug($"[AVATAR APPEARANCE]: Ignoring attach of an already attached item {item} at point {attachpoint}");
  535. return false;
  536. }
  537. else
  538. {
  539. // Remove it here so that the later append does not add a second attachment but we still update
  540. // the assetID
  541. DetachAttachment(existingAttachment.ItemID);
  542. }
  543. }
  544. // check if this is an append or a replace, 0x80 marks it as an append
  545. if ((attachpoint & 0x80) > 0)
  546. {
  547. // strip the append bit
  548. int point = attachpoint & 0x7F;
  549. AppendAttachment(new AvatarAttachment(point, item, asset));
  550. }
  551. else
  552. {
  553. ReplaceAttachment(new AvatarAttachment(attachpoint,item, asset));
  554. }
  555. }
  556. return true;
  557. }
  558. /// <summary>
  559. /// If the item is already attached, return it.
  560. /// </summary>
  561. /// <param name="itemID"></param>
  562. /// <returns>Returns null if this item is not attached.</returns>
  563. public AvatarAttachment GetAttachmentForItem(UUID itemID)
  564. {
  565. lock (m_attachments)
  566. {
  567. foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
  568. {
  569. int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID.Equals(itemID); });
  570. if (index >= 0)
  571. return kvp.Value[index];
  572. }
  573. }
  574. return null;
  575. }
  576. public int GetAttachpoint(UUID itemID)
  577. {
  578. lock (m_attachments)
  579. {
  580. foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
  581. {
  582. int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID.Equals(itemID); });
  583. if (index >= 0)
  584. return kvp.Key;
  585. }
  586. }
  587. return 0;
  588. }
  589. public bool DetachAttachment(UUID itemID)
  590. {
  591. lock (m_attachments)
  592. {
  593. foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
  594. {
  595. int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID.Equals(itemID); });
  596. if (index >= 0)
  597. {
  598. //m_log.DebugFormat(
  599. // "[AVATAR APPEARANCE]: Detaching attachment {0}, index {1}, point {2}",
  600. // m_attachments[kvp.Key][index].ItemID, index, m_attachments[kvp.Key][index].AttachPoint);
  601. // Remove it from the list of attachments at that attach point
  602. m_attachments[kvp.Key].RemoveAt(index);
  603. // And remove the list if there are no more attachments here
  604. if (m_attachments[kvp.Key].Count == 0)
  605. m_attachments.Remove(kvp.Key);
  606. return true;
  607. }
  608. }
  609. }
  610. return false;
  611. }
  612. public void ClearAttachments()
  613. {
  614. lock (m_attachments)
  615. m_attachments.Clear();
  616. }
  617. #region Packing Functions
  618. /// <summary>
  619. /// Create an OSDMap from the appearance data
  620. /// </summary>
  621. public OSDMap Pack(EntityTransferContext ctx)
  622. {
  623. OSDMap data = new OSDMap();
  624. data["serial"] = OSD.FromInteger(m_serial);
  625. data["height"] = OSD.FromReal(m_avatarHeight);
  626. data["aphz"] = OSD.FromReal(AvatarPreferencesHoverZ);
  627. if (m_texture == null)
  628. return data;
  629. bool sendPV8 = false;
  630. // Wearables
  631. OSDArray wears;
  632. int count;
  633. if (ctx == null)
  634. count = MAXWEARABLE_LEGACY;
  635. else
  636. {
  637. if(ctx.OutboundVersion >= 0.8)
  638. {
  639. sendPV8 = true;
  640. count = m_wearables.Length;
  641. }
  642. else if (ctx.OutboundVersion >= 0.6)
  643. count = MAXWEARABLE_PV7;
  644. else
  645. count = MAXWEARABLE_LEGACY;
  646. if (sendPV8 && count > MAXWEARABLE_PV7)
  647. {
  648. wears = new OSDArray(count - MAXWEARABLE_PV7);
  649. for (int i = MAXWEARABLE_PV7; i < count; ++i)
  650. wears.Add(m_wearables[i].Pack());
  651. data["wrbls8"] = wears;
  652. count = MAXWEARABLE_PV7;
  653. }
  654. }
  655. if(count > m_wearables.Length)
  656. count = m_wearables.Length;
  657. wears = new OSDArray(count);
  658. for (int i = 0; i < count; ++i)
  659. wears.Add(m_wearables[i].Pack());
  660. data["wearables"] = wears;
  661. // Avatar Textures
  662. OSDArray textures;
  663. if (sendPV8)
  664. {
  665. byte[] te = m_texture.GetBakesBytes();
  666. data["te8"] = OSD.FromBinary(te);
  667. }
  668. else
  669. {
  670. textures = new OSDArray(TEXTURE_COUNT_PV7);
  671. for (uint i = 0; i < TEXTURE_COUNT_PV7; ++i)
  672. textures.Add(OSD.FromUUID(m_texture.GetFace(i).TextureID));
  673. data["textures"] = textures;
  674. }
  675. if (m_cacheitems != null)
  676. {
  677. OSDArray baked = WearableCacheItem.BakedToOSD(m_cacheitems, 0, BAKES_COUNT_PV7);
  678. if (baked != null && baked.Count > 0)
  679. data["bakedcache"] = baked;
  680. baked = WearableCacheItem.BakedToOSD(m_cacheitems, BAKES_COUNT_PV7, -1);
  681. if (baked != null && baked.Count > 0)
  682. data["bc8"] = baked;
  683. }
  684. // Visual Parameters
  685. OSDBinary visualparams = new OSDBinary(m_visualparams);
  686. data["visualparams"] = visualparams;
  687. lock (m_attachments)
  688. {
  689. // Attachments
  690. OSDArray attachs = new OSDArray(m_attachments.Count);
  691. foreach (AvatarAttachment attach in GetAttachments())
  692. attachs.Add(attach.Pack());
  693. data["attachments"] = attachs;
  694. }
  695. return data;
  696. }
  697. public OSDMap PackForNotecard(bool NoHuds = true)
  698. {
  699. OSDMap data = new OSDMap();
  700. data["serial"] = OSD.FromInteger(m_serial);
  701. data["height"] = OSD.FromReal(m_avatarHeight);
  702. data["aphz"] = OSD.FromReal(AvatarPreferencesHoverZ);
  703. // old regions may not like missing/empty wears
  704. OSDArray wears = new OSDArray(MAXWEARABLE_LEGACY);
  705. for (int i = 0; i< MAXWEARABLE_LEGACY; ++i)
  706. wears.Add(new OSDArray());
  707. data["wearables"] = wears;
  708. // Avatar Textures
  709. OSDArray textures;
  710. // allow old regions to still see something
  711. textures = new OSDArray(TEXTURE_COUNT_PV7);
  712. textures.Add(OSD.FromUUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE));
  713. for (uint i = 1; i < TEXTURE_COUNT_PV7; ++i)
  714. textures.Add(OSD.FromUUID(m_texture.GetFace(i).TextureID));
  715. data["textures"] = textures;
  716. bool needExtra = false;
  717. for (int i = BAKES_COUNT_PV7; i < BAKE_INDICES.Length; ++i)
  718. {
  719. int idx = BAKE_INDICES[i];
  720. if (m_texture.FaceTextures[idx] == null)
  721. continue;
  722. if (m_texture.FaceTextures[idx].TextureID.Equals(AppearanceManager.DEFAULT_AVATAR_TEXTURE) ||
  723. m_texture.FaceTextures[idx].TextureID.IsZero())
  724. continue;
  725. needExtra = true;
  726. }
  727. if (needExtra)
  728. {
  729. byte[] te = m_texture.GetBakesBytes();
  730. data["te8"] = OSD.FromBinary(te);
  731. }
  732. // Visual Parameters
  733. OSDBinary visualparams = new OSDBinary(m_visualparams);
  734. data["visualparams"] = visualparams;
  735. lock (m_attachments)
  736. {
  737. // Attachments
  738. OSDArray attachs = new OSDArray(m_attachments.Count);
  739. foreach (AvatarAttachment attach in GetAttachments())
  740. {
  741. if (NoHuds &&
  742. attach.AttachPoint >= (uint)AttachmentPoint.HUDCenter2 &&
  743. attach.AttachPoint <= (uint)AttachmentPoint.HUDBottomRight)
  744. continue;
  745. attachs.Add(attach.Pack());
  746. }
  747. data["attachments"] = attachs;
  748. }
  749. return data;
  750. }
  751. /// <summary>
  752. /// Unpack and OSDMap and initialize the appearance
  753. /// from it
  754. /// </summary>
  755. public void Unpack(OSDMap data)
  756. {
  757. SetDefaultWearables();
  758. SetDefaultTexture();
  759. SetDefaultParams();
  760. m_attachments = new Dictionary<int, List<AvatarAttachment>>();
  761. if(data == null)
  762. {
  763. m_log.Warn("[AVATAR APPEARANCE]: data to unpack is null");
  764. return;
  765. }
  766. OSD tmpOSD;
  767. if (data.TryGetValue("serial", out tmpOSD))
  768. m_serial = tmpOSD.AsInteger();
  769. if(data.TryGetValue("aphz", out tmpOSD))
  770. AvatarPreferencesHoverZ = (float)tmpOSD.AsReal();
  771. if (data.TryGetValue("height", out tmpOSD))
  772. SetSize(new Vector3(0.45f, 0.6f, (float)tmpOSD.AsReal()));
  773. try
  774. {
  775. // Wearables
  776. OSD tmpOSD8;
  777. OSDArray wears8 = null;
  778. int wears8Count = 0;
  779. if (data.TryGetValue("wrbls8", out tmpOSD8) && (tmpOSD8 is OSDArray))
  780. {
  781. wears8 = (OSDArray)tmpOSD8;
  782. wears8Count = wears8.Count;
  783. }
  784. if (data.TryGetValue("wearables", out tmpOSD) && (tmpOSD is OSDArray))
  785. {
  786. OSDArray wears = (OSDArray)tmpOSD;
  787. if(wears.Count + wears8Count > 0)
  788. {
  789. m_wearables = new AvatarWearable[wears.Count + wears8Count];
  790. for (int i = 0; i < wears.Count; ++i)
  791. m_wearables[i] = new AvatarWearable((OSDArray)wears[i]);
  792. if (wears8Count > 0)
  793. {
  794. for (int i = 0; i < wears8Count; ++i)
  795. m_wearables[i + wears.Count] = new AvatarWearable((OSDArray)wears8[i]);
  796. }
  797. }
  798. }
  799. if (data.TryGetValue("te8", out tmpOSD))
  800. {
  801. byte[] teb = tmpOSD.AsBinary();
  802. Primitive.TextureEntry te = new Primitive.TextureEntry(teb, 0, teb.Length);
  803. m_texture = te;
  804. }
  805. else if (data.TryGetValue("textures", out tmpOSD) && (tmpOSD is OSDArray))
  806. {
  807. OSDArray textures = (OSDArray)tmpOSD;
  808. for (int i = 0; i < textures.Count && i < TEXTURE_COUNT_PV7; ++i)
  809. {
  810. tmpOSD = textures[i];
  811. if (tmpOSD != null)
  812. m_texture.CreateFace((uint)i).TextureID = tmpOSD.AsUUID();
  813. }
  814. }
  815. if (data.TryGetValue("bakedcache", out tmpOSD) && (tmpOSD is OSDArray))
  816. {
  817. OSDArray bakedOSDArray = (OSDArray)tmpOSD;
  818. m_cacheitems = WearableCacheItem.GetDefaultCacheItem();
  819. bakedOSDArray = (OSDArray)tmpOSD;
  820. foreach (OSDMap item in bakedOSDArray)
  821. {
  822. int idx = item["textureindex"].AsInteger();
  823. if (idx < 0 || idx >= m_cacheitems.Length)
  824. continue;
  825. m_cacheitems[idx].CacheId = item["cacheid"].AsUUID();
  826. m_cacheitems[idx].TextureID = item["textureid"].AsUUID();
  827. m_cacheitems[idx].TextureAsset = null;
  828. }
  829. if (data.TryGetValue("bc8", out tmpOSD) && (tmpOSD is OSDArray))
  830. {
  831. bakedOSDArray = (OSDArray)tmpOSD;
  832. foreach (OSDMap item in bakedOSDArray)
  833. {
  834. int idx = item["textureindex"].AsInteger();
  835. if (idx < 0 || idx >= m_cacheitems.Length)
  836. continue;
  837. m_cacheitems[idx].CacheId = item["cacheid"].AsUUID();
  838. m_cacheitems[idx].TextureID = item["textureid"].AsUUID();
  839. m_cacheitems[idx].TextureAsset = null;
  840. }
  841. }
  842. }
  843. // Visual Parameters
  844. if (data.TryGetValue("visualparams", out tmpOSD))
  845. {
  846. if (tmpOSD is OSDBinary || tmpOSD is OSDArray)
  847. m_visualparams = tmpOSD.AsBinary();
  848. }
  849. else
  850. {
  851. m_log.Warn("[AVATAR APPEARANCE]: failed to unpack visual parameters");
  852. }
  853. // Attachments
  854. if (data.TryGetValue("attachments", out tmpOSD) && tmpOSD is OSDArray)
  855. {
  856. OSDArray attachs = (OSDArray)tmpOSD;
  857. for (int i = 0; i < attachs.Count; i++)
  858. {
  859. AvatarAttachment att = new AvatarAttachment((OSDMap)attachs[i]);
  860. AppendAttachment(att);
  861. //m_log.DebugFormat(
  862. // "[AVATAR APPEARANCE]: Unpacked attachment itemID {0}, assetID {1}, point {2}",
  863. // att.ItemID, att.AssetID, att.AttachPoint);
  864. }
  865. }
  866. }
  867. catch (Exception e)
  868. {
  869. m_log.ErrorFormat("[AVATAR APPEARANCE]: unpack failed badly: {0}{1}", e.Message, e.StackTrace);
  870. }
  871. }
  872. #endregion
  873. public bool CanTeleport(float version)
  874. {
  875. if (version >= 0.8)
  876. return true;
  877. if (m_wearables.Length <= MAXWEARABLE_PV7)
  878. return true;
  879. for(int i = MAXWEARABLE_PV7; i < m_wearables.Length; ++i)
  880. {
  881. if(m_wearables[i].Count > 0)
  882. return false;
  883. }
  884. // also check baked
  885. for (int i = BAKES_COUNT_PV7; i < BAKE_INDICES.Length; i++)
  886. {
  887. int idx = BAKE_INDICES[i];
  888. if (m_texture.FaceTextures[idx] == null)
  889. continue;
  890. if (m_texture.FaceTextures[idx].TextureID.IsZero() ||
  891. m_texture.FaceTextures[idx].TextureID.Equals(AppearanceManager.DEFAULT_AVATAR_TEXTURE))
  892. continue;
  893. return false;
  894. }
  895. return true;
  896. }
  897. #region VPElement
  898. /// <summary>
  899. /// Viewer Params Array Element for AgentSetAppearance
  900. /// Generated from LibOMV's Visual Params list
  901. /// </summary>
  902. public enum VPElement : int
  903. {
  904. /// <summary>
  905. /// Brow Size - Small 0--+255 Large
  906. /// </summary>
  907. SHAPE_BIG_BROW = 0,
  908. /// <summary>
  909. /// Nose Size - Small 0--+255 Large
  910. /// </summary>
  911. SHAPE_NOSE_BIG_OUT = 1,
  912. /// <summary>
  913. /// Nostril Width - Narrow 0--+255 Broad
  914. /// </summary>
  915. SHAPE_BROAD_NOSTRILS = 2,
  916. /// <summary>
  917. /// Chin Cleft - Round 0--+255 Cleft
  918. /// </summary>
  919. SHAPE_CLEFT_CHIN = 3,
  920. /// <summary>
  921. /// Nose Tip Shape - Pointy 0--+255 Bulbous
  922. /// </summary>
  923. SHAPE_BULBOUS_NOSE_TIP = 4,
  924. /// <summary>
  925. /// Chin Angle - Chin Out 0--+255 Chin In
  926. /// </summary>
  927. SHAPE_WEAK_CHIN = 5,
  928. /// <summary>
  929. /// Chin-Neck - Tight Chin 0--+255 Double Chin
  930. /// </summary>
  931. SHAPE_DOUBLE_CHIN = 6,
  932. /// <summary>
  933. /// Lower Cheeks - Well-Fed 0--+255 Sunken
  934. /// </summary>
  935. SHAPE_SUNKEN_CHEEKS = 7,
  936. /// <summary>
  937. /// Upper Bridge - Low 0--+255 High
  938. /// </summary>
  939. SHAPE_NOBLE_NOSE_BRIDGE = 8,
  940. /// <summary>
  941. /// - Less 0--+255 More
  942. /// </summary>
  943. SHAPE_JOWLS = 9,
  944. /// <summary>
  945. /// Upper Chin Cleft - Round 0--+255 Cleft
  946. /// </summary>
  947. SHAPE_CLEFT_CHIN_UPPER = 10,
  948. /// <summary>
  949. /// Cheek Bones - Low 0--+255 High
  950. /// </summary>
  951. SHAPE_HIGH_CHEEK_BONES = 11,
  952. /// <summary>
  953. /// Ear Angle - In 0--+255 Out
  954. /// </summary>
  955. SHAPE_EARS_OUT = 12,
  956. /// <summary>
  957. /// Eyebrow Points - Smooth 0--+255 Pointy
  958. /// </summary>
  959. HAIR_POINTY_EYEBROWS = 13,
  960. /// <summary>
  961. /// Jaw Shape - Pointy 0--+255 Square
  962. /// </summary>
  963. SHAPE_SQUARE_JAW = 14,
  964. /// <summary>
  965. /// Upper Cheeks - Thin 0--+255 Puffy
  966. /// </summary>
  967. SHAPE_PUFFY_UPPER_CHEEKS = 15,
  968. /// <summary>
  969. /// Nose Tip Angle - Downturned 0--+255 Upturned
  970. /// </summary>
  971. SHAPE_UPTURNED_NOSE_TIP = 16,
  972. /// <summary>
  973. /// Nose Thickness - Thin Nose 0--+255 Bulbous Nose
  974. /// </summary>
  975. SHAPE_BULBOUS_NOSE = 17,
  976. /// <summary>
  977. /// Upper Eyelid Fold - Uncreased 0--+255 Creased
  978. /// </summary>
  979. SHAPE_UPPER_EYELID_FOLD = 18,
  980. /// <summary>
  981. /// Attached Earlobes - Unattached 0--+255 Attached
  982. /// </summary>
  983. SHAPE_ATTACHED_EARLOBES = 19,
  984. /// <summary>
  985. /// Eye Bags - Smooth 0--+255 Baggy
  986. /// </summary>
  987. SHAPE_BAGGY_EYES = 20,
  988. /// <summary>
  989. /// Eye Opening - Narrow 0--+255 Wide
  990. /// </summary>
  991. SHAPE_WIDE_EYES = 21,
  992. /// <summary>
  993. /// Lip Cleft - Narrow 0--+255 Wide
  994. /// </summary>
  995. SHAPE_WIDE_LIP_CLEFT = 22,
  996. /// <summary>
  997. /// Bridge Width - Narrow 0--+255 Wide
  998. /// </summary>
  999. SHAPE_WIDE_NOSE_BRIDGE = 23,
  1000. /// <summary>
  1001. /// Eyebrow Arc - Flat 0--+255 Arced
  1002. /// </summary>
  1003. HAIR_ARCED_EYEBROWS = 24,
  1004. /// <summary>
  1005. /// Height - Short 0--+255 Tall
  1006. /// </summary>
  1007. SHAPE_HEIGHT = 25,
  1008. /// <summary>
  1009. /// Body Thickness - Body Thin 0--+255 Body Thick
  1010. /// </summary>
  1011. SHAPE_THICKNESS = 26,
  1012. /// <summary>
  1013. /// Ear Size - Small 0--+255 Large
  1014. /// </summary>
  1015. SHAPE_BIG_EARS = 27,
  1016. /// <summary>
  1017. /// Shoulders - Narrow 0--+255 Broad
  1018. /// </summary>
  1019. SHAPE_SHOULDERS = 28,
  1020. /// <summary>
  1021. /// Hip Width - Narrow 0--+255 Wide
  1022. /// </summary>
  1023. SHAPE_HIP_WIDTH = 29,
  1024. /// <summary>
  1025. /// - Short Torso 0--+255 Long Torso
  1026. /// </summary>
  1027. SHAPE_TORSO_LENGTH = 30,
  1028. SHAPE_MALE = 31,
  1029. /// <summary>
  1030. /// - Short 0--+255 Long
  1031. /// </summary>
  1032. GLOVES_GLOVE_LENGTH = 32,
  1033. /// <summary>
  1034. /// - Darker 0--+255 Lighter
  1035. /// </summary>
  1036. EYES_EYE_LIGHTNESS = 33,
  1037. /// <summary>
  1038. /// - Natural 0--+255 Unnatural
  1039. /// </summary>
  1040. EYES_EYE_COLOR = 34,
  1041. /// <summary>
  1042. /// - Small 0--+255 Large
  1043. /// </summary>
  1044. SHAPE_BREAST_SIZE = 35,
  1045. /// <summary>
  1046. /// - None 0--+255 Wild
  1047. /// </summary>
  1048. SKIN_RAINBOW_COLOR = 36,
  1049. /// <summary>
  1050. /// Ruddiness - Pale 0--+255 Ruddy
  1051. /// </summary>
  1052. SKIN_RED_SKIN = 37,
  1053. /// <summary>
  1054. /// - Light 0--+255 Dark
  1055. /// </summary>
  1056. SKIN_PIGMENT = 38,
  1057. HAIR_RAINBOW_COLOR_39 = 39,
  1058. /// <summary>
  1059. /// - No Red 0--+255 Very Red
  1060. /// </summary>
  1061. HAIR_RED_HAIR = 40,
  1062. /// <summary>
  1063. /// - Black 0--+255 Blonde
  1064. /// </summary>
  1065. HAIR_BLONDE_HAIR = 41,
  1066. /// <summary>
  1067. /// - No White 0--+255 All White
  1068. /// </summary>
  1069. HAIR_WHITE_HAIR = 42,
  1070. /// <summary>
  1071. /// - Less Rosy 0--+255 More Rosy
  1072. /// </summary>
  1073. SKIN_ROSY_COMPLEXION = 43,
  1074. /// <summary>
  1075. /// - Darker 0--+255 Pinker
  1076. /// </summary>
  1077. SKIN_LIP_PINKNESS = 44,
  1078. /// <summary>
  1079. /// - Thin Eyebrows 0--+255 Bushy Eyebrows
  1080. /// </summary>
  1081. HAIR_EYEBROW_SIZE = 45,
  1082. /// <summary>
  1083. /// - Short 0--+255 Long
  1084. /// </summary>
  1085. HAIR_FRONT_FRINGE = 46,
  1086. /// <summary>
  1087. /// - Short 0--+255 Long
  1088. /// </summary>
  1089. HAIR_SIDE_FRINGE = 47,
  1090. /// <summary>
  1091. /// - Short 0--+255 Long
  1092. /// </summary>
  1093. HAIR_BACK_FRINGE = 48,
  1094. /// <summary>
  1095. /// - Short 0--+255 Long
  1096. /// </summary>
  1097. HAIR_HAIR_FRONT = 49,
  1098. /// <summary>
  1099. /// - Short 0--+255 Long
  1100. /// </summary>
  1101. HAIR_HAIR_SIDES = 50,
  1102. /// <summary>
  1103. /// - Short 0--+255 Long
  1104. /// </summary>
  1105. HAIR_HAIR_BACK = 51,
  1106. /// <summary>
  1107. /// - Sweep Forward 0--+255 Sweep Back
  1108. /// </summary>
  1109. HAIR_HAIR_SWEEP = 52,
  1110. /// <summary>
  1111. /// - Left 0--+255 Right
  1112. /// </summary>
  1113. HAIR_HAIR_TILT = 53,
  1114. /// <summary>
  1115. /// Middle Part - No Part 0--+255 Part
  1116. /// </summary>
  1117. HAIR_HAIR_PART_MIDDLE = 54,
  1118. /// <summary>
  1119. /// Right Part - No Part 0--+255 Part
  1120. /// </summary>
  1121. HAIR_HAIR_PART_RIGHT = 55,
  1122. /// <summary>
  1123. /// Left Part - No Part 0--+255 Part
  1124. /// </summary>
  1125. HAIR_HAIR_PART_LEFT = 56,
  1126. /// <summary>
  1127. /// Full Hair Sides - Mowhawk 0--+255 Full Sides
  1128. /// </summary>
  1129. HAIR_HAIR_SIDES_FULL = 57,
  1130. /// <summary>
  1131. /// - Less 0--+255 More
  1132. /// </summary>
  1133. SKIN_BODY_DEFINITION = 58,
  1134. /// <summary>
  1135. /// Lip Width - Narrow Lips 0--+255 Wide Lips
  1136. /// </summary>
  1137. SHAPE_LIP_WIDTH = 59,
  1138. /// <summary>
  1139. /// - Small 0--+255 Big
  1140. /// </summary>
  1141. SHAPE_BELLY_SIZE = 60,
  1142. /// <summary>
  1143. /// - Less 0--+255 More
  1144. /// </summary>
  1145. SKIN_FACIAL_DEFINITION = 61,
  1146. /// <summary>
  1147. /// - Less 0--+255 More
  1148. /// </summary>
  1149. SKIN_WRINKLES = 62,
  1150. /// <summary>
  1151. /// - Less 0--+255 More
  1152. /// </summary>
  1153. SKIN_FRECKLES = 63,
  1154. /// <summary>
  1155. /// - Short Sideburns 0--+255 Mutton Chops
  1156. /// </summary>
  1157. HAIR_SIDEBURNS = 64,
  1158. /// <summary>
  1159. /// - Chaplin 0--+255 Handlebars
  1160. /// </summary>
  1161. HAIR_MOUSTACHE = 65,
  1162. /// <summary>
  1163. /// - Less soul 0--+255 More soul
  1164. /// </summary>
  1165. HAIR_SOULPATCH = 66,
  1166. /// <summary>
  1167. /// - Less Curtains 0--+255 More Curtains
  1168. /// </summary>
  1169. HAIR_CHIN_CURTAINS = 67,
  1170. /// <summary>
  1171. /// Rumpled Hair - Smooth Hair 0--+255 Rumpled Hair
  1172. /// </summary>
  1173. HAIR_HAIR_RUMPLED = 68,
  1174. /// <summary>
  1175. /// Big Hair Front - Less 0--+255 More
  1176. /// </summary>
  1177. HAIR_HAIR_BIG_FRONT = 69,
  1178. /// <summary>
  1179. /// Big Hair Top - Less 0--+255 More
  1180. /// </summary>
  1181. HAIR_HAIR_BIG_TOP = 70,
  1182. /// <summary>
  1183. /// Big Hair Back - Less 0--+255 More
  1184. /// </summary>
  1185. HAIR_HAIR_BIG_BACK = 71,
  1186. /// <summary>
  1187. /// Spiked Hair - No Spikes 0--+255 Big Spikes
  1188. /// </summary>
  1189. HAIR_HAIR_SPIKED = 72,
  1190. /// <summary>
  1191. /// Chin Depth - Shallow 0--+255 Deep
  1192. /// </summary>
  1193. SHAPE_DEEP_CHIN = 73,
  1194. /// <summary>
  1195. /// Part Bangs - No Part 0--+255 Part Bangs
  1196. /// </summary>
  1197. HAIR_BANGS_PART_MIDDLE = 74,
  1198. /// <summary>
  1199. /// Head Shape - More Square 0--+255 More Round
  1200. /// </summary>
  1201. SHAPE_HEAD_SHAPE = 75,
  1202. /// <summary>
  1203. /// Eye Spacing - Close Set Eyes 0--+255 Far Set Eyes
  1204. /// </summary>
  1205. SHAPE_EYE_SPACING = 76,
  1206. /// <summary>
  1207. /// - Low Heels 0--+255 High Heels
  1208. /// </summary>
  1209. SHOES_HEEL_HEIGHT = 77,
  1210. /// <summary>
  1211. /// - Low Platforms 0--+255 High Platforms
  1212. /// </summary>
  1213. SHOES_PLATFORM_HEIGHT = 78,
  1214. /// <summary>
  1215. /// - Thin Lips 0--+255 Fat Lips
  1216. /// </summary>
  1217. SHAPE_LIP_THICKNESS = 79,
  1218. /// <summary>
  1219. /// Mouth Position - High 0--+255 Low
  1220. /// </summary>
  1221. SHAPE_MOUTH_HEIGHT = 80,
  1222. /// <summary>
  1223. /// Breast Buoyancy - Less Gravity 0--+255 More Gravity
  1224. /// </summary>
  1225. SHAPE_BREAST_GRAVITY = 81,
  1226. /// <summary>
  1227. /// Platform Width - Narrow 0--+255 Wide
  1228. /// </summary>
  1229. SHOES_SHOE_PLATFORM_WIDTH = 82,
  1230. /// <summary>
  1231. /// - Pointy Heels 0--+255 Thick Heels
  1232. /// </summary>
  1233. SHOES_HEEL_SHAPE = 83,
  1234. /// <summary>
  1235. /// - Pointy 0--+255 Square
  1236. /// </summary>
  1237. SHOES_TOE_SHAPE = 84,
  1238. /// <summary>
  1239. /// Foot Size - Small 0--+255 Big
  1240. /// </summary>
  1241. SHAPE_FOOT_SIZE = 85,
  1242. /// <summary>
  1243. /// Nose Width - Narrow 0--+255 Wide
  1244. /// </summary>
  1245. SHAPE_WIDE_NOSE = 86,
  1246. /// <summary>
  1247. /// Eyelash Length - Short 0--+255 Long
  1248. /// </summary>
  1249. SHAPE_EYELASHES_LONG = 87,
  1250. /// <summary>
  1251. /// - Short 0--+255 Long
  1252. /// </summary>
  1253. UNDERSHIRT_SLEEVE_LENGTH = 88,
  1254. /// <summary>
  1255. /// - Short 0--+255 Long
  1256. /// </summary>
  1257. UNDERSHIRT_BOTTOM = 89,
  1258. /// <summary>
  1259. /// - Low 0--+255 High
  1260. /// </summary>
  1261. UNDERSHIRT_COLLAR_FRONT = 90,
  1262. JACKET_SLEEVE_LENGTH_91 = 91,
  1263. JACKET_COLLAR_FRONT_92 = 92,
  1264. /// <summary>
  1265. /// Jacket Length - Short 0--+255 Long
  1266. /// </summary>
  1267. JACKET_BOTTOM_LENGTH_LOWER = 93,
  1268. /// <summary>
  1269. /// Open Front - Open 0--+255 Closed
  1270. /// </summary>
  1271. JACKET_OPEN_JACKET = 94,
  1272. /// <summary>
  1273. /// - Short 0--+255 Tall
  1274. /// </summary>
  1275. SHOES_SHOE_HEIGHT = 95,
  1276. /// <summary>
  1277. /// - Short 0--+255 Long
  1278. /// </summary>
  1279. SOCKS_SOCKS_LENGTH = 96,
  1280. /// <summary>
  1281. /// - Short 0--+255 Long
  1282. /// </summary>
  1283. UNDERPANTS_PANTS_LENGTH = 97,
  1284. /// <summary>
  1285. /// - Low 0--+255 High
  1286. /// </summary>
  1287. UNDERPANTS_PANTS_WAIST = 98,
  1288. /// <summary>
  1289. /// Cuff Flare - Tight Cuffs 0--+255 Flared Cuffs
  1290. /// </summary>
  1291. PANTS_LEG_PANTFLAIR = 99,
  1292. /// <summary>
  1293. /// - More Vertical 0--+255 More Sloped
  1294. /// </summary>
  1295. SHAPE_FOREHEAD_ANGLE = 100,
  1296. /// <summary>
  1297. /// - Less Body Fat 0--+255 More Body Fat
  1298. /// </summary>
  1299. SHAPE_BODY_FAT = 101,
  1300. /// <summary>
  1301. /// Pants Crotch - High and Tight 0--+255 Low and Loose
  1302. /// </summary>
  1303. PANTS_LOW_CROTCH = 102,
  1304. /// <summary>
  1305. /// Egg Head - Chin Heavy 0--+255 Forehead Heavy
  1306. /// </summary>
  1307. SHAPE_EGG_HEAD = 103,
  1308. /// <summary>
  1309. /// Head Stretch - Squash Head 0--+255 Stretch Head
  1310. /// </summary>
  1311. SHAPE_SQUASH_STRETCH_HEAD = 104,
  1312. /// <summary>
  1313. /// Torso Muscles - Less Muscular 0--+255 More Muscular
  1314. /// </summary>
  1315. SHAPE_TORSO_MUSCLES = 105,
  1316. /// <summary>
  1317. /// Outer Eye Corner - Corner Down 0--+255 Corner Up
  1318. /// </summary>
  1319. SHAPE_EYELID_CORNER_UP = 106,
  1320. /// <summary>
  1321. /// - Less Muscular 0--+255 More Muscular
  1322. /// </summary>
  1323. SHAPE_LEG_MUSCLES = 107,
  1324. /// <summary>
  1325. /// Lip Fullness - Less Full 0--+255 More Full
  1326. /// </summary>
  1327. SHAPE_TALL_LIPS = 108,
  1328. /// <summary>
  1329. /// Toe Thickness - Flat Toe 0--+255 Thick Toe
  1330. /// </summary>
  1331. SHOES_SHOE_TOE_THICK = 109,
  1332. /// <summary>
  1333. /// Crooked Nose - Nose Left 0--+255 Nose Right
  1334. /// </summary>
  1335. SHAPE_CROOKED_NOSE = 110,
  1336. /// <summary>
  1337. /// - Corner Down 0--+255 Corner Up
  1338. /// </summary>
  1339. SHAPE_MOUTH_CORNER = 111,
  1340. /// <summary>
  1341. /// - Shear Right Up 0--+255 Shear Left Up
  1342. /// </summary>
  1343. SHAPE_FACE_SHEAR = 112,
  1344. /// <summary>
  1345. /// Shift Mouth - Shift Left 0--+255 Shift Right
  1346. /// </summary>
  1347. SHAPE_SHIFT_MOUTH = 113,
  1348. /// <summary>
  1349. /// Eye Pop - Pop Right Eye 0--+255 Pop Left Eye
  1350. /// </summary>
  1351. SHAPE_POP_EYE = 114,
  1352. /// <summary>
  1353. /// Jaw Jut - Overbite 0--+255 Underbite
  1354. /// </summary>
  1355. SHAPE_JAW_JUT = 115,
  1356. /// <summary>
  1357. /// Shear Back - Full Back 0--+255 Sheared Back
  1358. /// </summary>
  1359. HAIR_HAIR_SHEAR_BACK = 116,
  1360. /// <summary>
  1361. /// - Small Hands 0--+255 Large Hands
  1362. /// </summary>
  1363. SHAPE_HAND_SIZE = 117,
  1364. /// <summary>
  1365. /// Love Handles - Less Love 0--+255 More Love
  1366. /// </summary>
  1367. SHAPE_LOVE_HANDLES = 118,
  1368. SHAPE_TORSO_MUSCLES_119 = 119,
  1369. /// <summary>
  1370. /// Head Size - Small Head 0--+255 Big Head
  1371. /// </summary>
  1372. SHAPE_HEAD_SIZE = 120,
  1373. /// <summary>
  1374. /// - Skinny Neck 0--+255 Thick Neck
  1375. /// </summary>
  1376. SHAPE_NECK_THICKNESS = 121,
  1377. /// <summary>
  1378. /// Breast Cleavage - Separate 0--+255 Join
  1379. /// </summary>
  1380. SHAPE_BREAST_FEMALE_CLEAVAGE = 122,
  1381. /// <summary>
  1382. /// Pectorals - Big Pectorals 0--+255 Sunken Chest
  1383. /// </summary>
  1384. SHAPE_CHEST_MALE_NO_PECS = 123,
  1385. /// <summary>
  1386. /// Eye Size - Beady Eyes 0--+255 Anime Eyes
  1387. /// </summary>
  1388. SHAPE_EYE_SIZE = 124,
  1389. /// <summary>
  1390. /// - Short Legs 0--+255 Long Legs
  1391. /// </summary>
  1392. SHAPE_LEG_LENGTH = 125,
  1393. /// <summary>
  1394. /// - Short Arms 0--+255 Long arms
  1395. /// </summary>
  1396. SHAPE_ARM_LENGTH = 126,
  1397. /// <summary>
  1398. /// - Pink 0--+255 Black
  1399. /// </summary>
  1400. SKIN_LIPSTICK_COLOR = 127,
  1401. /// <summary>
  1402. /// - No Lipstick 0--+255 More Lipstick
  1403. /// </summary>
  1404. SKIN_LIPSTICK = 128,
  1405. /// <summary>
  1406. /// - No Lipgloss 0--+255 Glossy
  1407. /// </summary>
  1408. SKIN_LIPGLOSS = 129,
  1409. /// <summary>
  1410. /// - No Eyeliner 0--+255 Full Eyeliner
  1411. /// </summary>
  1412. SKIN_EYELINER = 130,
  1413. /// <summary>
  1414. /// - No Blush 0--+255 More Blush
  1415. /// </summary>
  1416. SKIN_BLUSH = 131,
  1417. /// <summary>
  1418. /// - Pink 0--+255 Orange
  1419. /// </summary>
  1420. SKIN_BLUSH_COLOR = 132,
  1421. /// <summary>
  1422. /// - Clear 0--+255 Opaque
  1423. /// </summary>
  1424. SKIN_OUT_SHDW_OPACITY = 133,
  1425. /// <summary>
  1426. /// - No Eyeshadow 0--+255 More Eyeshadow
  1427. /// </summary>
  1428. SKIN_OUTER_SHADOW = 134,
  1429. /// <summary>
  1430. /// - Light 0--+255 Dark
  1431. /// </summary>
  1432. SKIN_OUT_SHDW_COLOR = 135,
  1433. /// <summary>
  1434. /// - No Eyeshadow 0--+255 More Eyeshadow
  1435. /// </summary>
  1436. SKIN_INNER_SHADOW = 136,
  1437. /// <summary>
  1438. /// - No Polish 0--+255 Painted Nails
  1439. /// </summary>
  1440. SKIN_NAIL_POLISH = 137,
  1441. /// <summary>
  1442. /// - Clear 0--+255 Opaque
  1443. /// </summary>
  1444. SKIN_BLUSH_OPACITY = 138,
  1445. /// <summary>
  1446. /// - Light 0--+255 Dark
  1447. /// </summary>
  1448. SKIN_IN_SHDW_COLOR = 139,
  1449. /// <summary>
  1450. /// - Clear 0--+255 Opaque
  1451. /// </summary>
  1452. SKIN_IN_SHDW_OPACITY = 140,
  1453. /// <summary>
  1454. /// - Dark Green 0--+255 Black
  1455. /// </summary>
  1456. SKIN_EYELINER_COLOR = 141,
  1457. /// <summary>
  1458. /// - Pink 0--+255 Black
  1459. /// </summary>
  1460. SKIN_NAIL_POLISH_COLOR = 142,
  1461. /// <summary>
  1462. /// - Sparse 0--+255 Dense
  1463. /// </summary>
  1464. HAIR_EYEBROW_DENSITY = 143,
  1465. /// <summary>
  1466. /// - 5 O'Clock Shadow 0--+255 Bushy Hair
  1467. /// </summary>
  1468. HAIR_HAIR_THICKNESS = 144,
  1469. /// <summary>
  1470. /// Saddle Bags - Less Saddle 0--+255 More Saddle
  1471. /// </summary>
  1472. SHAPE_SADDLEBAGS = 145,
  1473. /// <summary>
  1474. /// Taper Back - Wide Back 0--+255 Narrow Back
  1475. /// </summary>
  1476. HAIR_HAIR_TAPER_BACK = 146,
  1477. /// <summary>
  1478. /// Taper Front - Wide Front 0--+255 Narrow Front
  1479. /// </summary>
  1480. HAIR_HAIR_TAPER_FRONT = 147,
  1481. /// <summary>
  1482. /// - Short Neck 0--+255 Long Neck
  1483. /// </summary>
  1484. SHAPE_NECK_LENGTH = 148,
  1485. /// <summary>
  1486. /// Eyebrow Height - Higher 0--+255 Lower
  1487. /// </summary>
  1488. HAIR_LOWER_EYEBROWS = 149,
  1489. /// <summary>
  1490. /// Lower Bridge - Low 0--+255 High
  1491. /// </summary>
  1492. SHAPE_LOWER_BRIDGE_NOSE = 150,
  1493. /// <summary>
  1494. /// Nostril Division - High 0--+255 Low
  1495. /// </summary>
  1496. SHAPE_LOW_SEPTUM_NOSE = 151,
  1497. /// <summary>
  1498. /// Jaw Angle - Low Jaw 0--+255 High Jaw
  1499. /// </summary>
  1500. SHAPE_JAW_ANGLE = 152,
  1501. /// <summary>
  1502. /// Shear Front - Full Front 0--+255 Sheared Front
  1503. /// </summary>
  1504. HAIR_HAIR_SHEAR_FRONT = 153,
  1505. /// <summary>
  1506. /// - Less Volume 0--+255 More Volume
  1507. /// </summary>
  1508. HAIR_HAIR_VOLUME = 154,
  1509. /// <summary>
  1510. /// Lip Cleft Depth - Shallow 0--+255 Deep
  1511. /// </summary>
  1512. SHAPE_LIP_CLEFT_DEEP = 155,
  1513. /// <summary>
  1514. /// Puffy Eyelids - Flat 0--+255 Puffy
  1515. /// </summary>
  1516. SHAPE_PUFFY_LOWER_LIDS = 156,
  1517. /// <summary>
  1518. /// - Sunken Eyes 0--+255 Bugged Eyes
  1519. /// </summary>
  1520. SHAPE_EYE_DEPTH = 157,
  1521. /// <summary>
  1522. /// - Flat Head 0--+255 Long Head
  1523. /// </summary>
  1524. SHAPE_HEAD_LENGTH = 158,
  1525. /// <summary>
  1526. /// - Less Freckles 0--+255 More Freckles
  1527. /// </summary>
  1528. SKIN_BODY_FRECKLES = 159,
  1529. /// <summary>
  1530. /// - Low 0--+255 High
  1531. /// </summary>
  1532. UNDERSHIRT_COLLAR_BACK = 160,
  1533. JACKET_COLLAR_BACK_161 = 161,
  1534. SHIRT_COLLAR_BACK_162 = 162,
  1535. /// <summary>
  1536. /// - Short Pigtails 0--+255 Long Pigtails
  1537. /// </summary>
  1538. HAIR_PIGTAILS = 163,
  1539. /// <summary>
  1540. /// - Short Ponytail 0--+255 Long Ponytail
  1541. /// </summary>
  1542. HAIR_PONYTAIL = 164,
  1543. /// <summary>
  1544. /// Butt Size - Flat Butt 0--+255 Big Butt
  1545. /// </summary>
  1546. SHAPE_BUTT_SIZE = 165,
  1547. /// <summary>
  1548. /// Ear Tips - Flat 0--+255 Pointy
  1549. /// </summary>
  1550. SHAPE_POINTY_EARS = 166,
  1551. /// <summary>
  1552. /// Lip Ratio - More Upper Lip 0--+255 More Lower Lip
  1553. /// </summary>
  1554. SHAPE_LIP_RATIO = 167,
  1555. SHIRT_SLEEVE_LENGTH_168 = 168,
  1556. /// <summary>
  1557. /// - Short 0--+255 Long
  1558. /// </summary>
  1559. SHIRT_SHIRT_BOTTOM = 169,
  1560. SHIRT_COLLAR_FRONT_170 = 170,
  1561. SHIRT_SHIRT_RED = 171,
  1562. SHIRT_SHIRT_GREEN = 172,
  1563. SHIRT_SHIRT_BLUE = 173,
  1564. PANTS_PANTS_RED = 174,
  1565. PANTS_PANTS_GREEN = 175,
  1566. PANTS_PANTS_BLUE = 176,
  1567. SHOES_SHOES_RED = 177,
  1568. SHOES_SHOES_GREEN = 178,
  1569. /// <summary>
  1570. /// - Low 0--+255 High
  1571. /// </summary>
  1572. PANTS_WAIST_HEIGHT = 179,
  1573. PANTS_PANTS_LENGTH_180 = 180,
  1574. /// <summary>
  1575. /// Pants Fit - Tight Pants 0--+255 Loose Pants
  1576. /// </summary>
  1577. PANTS_LOOSE_LOWER_CLOTHING = 181,
  1578. SHOES_SHOES_BLUE = 182,
  1579. SOCKS_SOCKS_RED = 183,
  1580. SOCKS_SOCKS_GREEN = 184,
  1581. SOCKS_SOCKS_BLUE = 185,
  1582. UNDERSHIRT_UNDERSHIRT_RED = 186,
  1583. UNDERSHIRT_UNDERSHIRT_GREEN = 187,
  1584. UNDERSHIRT_UNDERSHIRT_BLUE = 188,
  1585. UNDERPANTS_UNDERPANTS_RED = 189,
  1586. UNDERPANTS_UNDERPANTS_GREEN = 190,
  1587. UNDERPANTS_UNDERPANTS_BLUE = 191,
  1588. GLOVES_GLOVES_RED = 192,
  1589. /// <summary>
  1590. /// Shirt Fit - Tight Shirt 0--+255 Loose Shirt
  1591. /// </summary>
  1592. SHIRT_LOOSE_UPPER_CLOTHING = 193,
  1593. GLOVES_GLOVES_GREEN = 194,
  1594. GLOVES_GLOVES_BLUE = 195,
  1595. JACKET_JACKET_RED = 196,
  1596. JACKET_JACKET_GREEN = 197,
  1597. JACKET_JACKET_BLUE = 198,
  1598. /// <summary>
  1599. /// Sleeve Looseness - Tight Sleeves 0--+255 Loose Sleeves
  1600. /// </summary>
  1601. SHIRT_SHIRTSLEEVE_FLAIR = 199,
  1602. /// <summary>
  1603. /// Knee Angle - Knock Kneed 0--+255 Bow Legged
  1604. /// </summary>
  1605. SHAPE_BOWED_LEGS = 200,
  1606. /// <summary>
  1607. /// - Short hips 0--+255 Long Hips
  1608. /// </summary>
  1609. SHAPE_HIP_LENGTH = 201,
  1610. /// <summary>
  1611. /// - Fingerless 0--+255 Fingers
  1612. /// </summary>
  1613. GLOVES_GLOVE_FINGERS = 202,
  1614. /// <summary>
  1615. /// bustle skirt - no bustle 0--+255 more bustle
  1616. /// </summary>
  1617. SKIRT_SKIRT_BUSTLE = 203,
  1618. /// <summary>
  1619. /// - Short 0--+255 Long
  1620. /// </summary>
  1621. SKIRT_SKIRT_LENGTH = 204,
  1622. /// <summary>
  1623. /// - Open Front 0--+255 Closed Front
  1624. /// </summary>
  1625. SKIRT_SLIT_FRONT = 205,
  1626. /// <summary>
  1627. /// - Open Back 0--+255 Closed Back
  1628. /// </summary>
  1629. SKIRT_SLIT_BACK = 206,
  1630. /// <summary>
  1631. /// - Open Left 0--+255 Closed Left
  1632. /// </summary>
  1633. SKIRT_SLIT_LEFT = 207,
  1634. /// <summary>
  1635. /// - Open Right 0--+255 Closed Right
  1636. /// </summary>
  1637. SKIRT_SLIT_RIGHT = 208,
  1638. /// <summary>
  1639. /// Skirt Fit - Tight Skirt 0--+255 Poofy Skirt
  1640. /// </summary>
  1641. SKIRT_SKIRT_LOOSENESS = 209,
  1642. SHIRT_SHIRT_WRINKLES = 210,
  1643. PANTS_PANTS_WRINKLES = 211,
  1644. /// <summary>
  1645. /// Jacket Wrinkles - No Wrinkles 0--+255 Wrinkles
  1646. /// </summary>
  1647. JACKET_JACKET_WRINKLES = 212,
  1648. /// <summary>
  1649. /// Package - Coin Purse 0--+255 Duffle Bag
  1650. /// </summary>
  1651. SHAPE_MALE_PACKAGE = 213,
  1652. /// <summary>
  1653. /// Inner Eye Corner - Corner Down 0--+255 Corner Up
  1654. /// </summary>
  1655. SHAPE_EYELID_INNER_CORNER_UP = 214,
  1656. SKIRT_SKIRT_RED = 215,
  1657. SKIRT_SKIRT_GREEN = 216,
  1658. SKIRT_SKIRT_BLUE = 217,
  1659. /// <summary>
  1660. /// Avatar Physics section. These are 0 type visual params which get transmitted.
  1661. /// </summary>
  1662. /// <summary>
  1663. /// Breast Part 1
  1664. /// </summary>
  1665. BREAST_PHYSICS_MASS = 218,
  1666. BREAST_PHYSICS_GRAVITY = 219,
  1667. BREAST_PHYSICS_DRAG = 220,
  1668. BREAST_PHYSICS_UPDOWN_MAX_EFFECT = 221,
  1669. BREAST_PHYSICS_UPDOWN_SPRING = 222,
  1670. BREAST_PHYSICS_UPDOWN_GAIN = 223,
  1671. BREAST_PHYSICS_UPDOWN_DAMPING = 224,
  1672. BREAST_PHYSICS_INOUT_MAX_EFFECT = 225,
  1673. BREAST_PHYSICS_INOUT_SPRING = 226,
  1674. BREAST_PHYSICS_INOUT_GAIN = 227,
  1675. BREAST_PHYSICS_INOUT_DAMPING = 228,
  1676. /// <summary>
  1677. /// Belly
  1678. /// </summary>
  1679. BELLY_PHYISCS_MASS = 229,
  1680. BELLY_PHYSICS_GRAVITY = 230,
  1681. BELLY_PHYSICS_DRAG = 231,
  1682. BELLY_PHYISCS_UPDOWN_MAX_EFFECT = 232,
  1683. BELLY_PHYSICS_UPDOWN_SPRING = 233,
  1684. BELLY_PHYSICS_UPDOWN_GAIN = 234,
  1685. BELLY_PHYSICS_UPDOWN_DAMPING = 235,
  1686. /// <summary>
  1687. /// Butt
  1688. /// </summary>
  1689. BUTT_PHYSICS_MASS = 236,
  1690. BUTT_PHYSICS_GRAVITY = 237,
  1691. BUTT_PHYSICS_DRAG = 238,
  1692. BUTT_PHYSICS_UPDOWN_MAX_EFFECT = 239,
  1693. BUTT_PHYSICS_UPDOWN_SPRING = 240,
  1694. BUTT_PHYSICS_UPDOWN_GAIN = 241,
  1695. BUTT_PHYSICS_UPDOWN_DAMPING = 242,
  1696. BUTT_PHYSICS_LEFTRIGHT_MAX_EFFECT = 243,
  1697. BUTT_PHYSICS_LEFTRIGHT_SPRING = 244,
  1698. BUTT_PHYSICS_LEFTRIGHT_GAIN = 245,
  1699. BUTT_PHYSICS_LEFTRIGHT_DAMPING = 246,
  1700. /// <summary>
  1701. /// Breast Part 2
  1702. /// </summary>
  1703. BREAST_PHYSICS_LEFTRIGHT_MAX_EFFECT = 247,
  1704. BREAST_PHYSICS_LEFTRIGHT_SPRING= 248,
  1705. BREAST_PHYSICS_LEFTRIGHT_GAIN = 249,
  1706. BREAST_PHYSICS_LEFTRIGHT_DAMPING = 250,
  1707. // Ubit: 07/96/2013 new parameters
  1708. _APPEARANCEMESSAGE_VERSION = 251, //ID 11000
  1709. SHAPE_HOVER = 252, //ID 11001
  1710. }
  1711. #endregion
  1712. }
  1713. }