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author | diva | 2009-02-23 00:51:31 +0000 |
---|---|---|
committer | diva | 2009-02-23 00:51:31 +0000 |
commit | 20eb8e54ac511b5e8988cb3c3701c824b41170c4 (patch) | |
tree | 4e65467f0cf78f5757306500a8d551e635e5ae58 /OpenSim/Region/Framework/Scenes/ScenePresence.cs | |
parent | Mantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that: (diff) | |
download | opensim-SC-20eb8e54ac511b5e8988cb3c3701c824b41170c4.zip opensim-SC-20eb8e54ac511b5e8988cb3c3701c824b41170c4.tar.gz opensim-SC-20eb8e54ac511b5e8988cb3c3701c824b41170c4.tar.bz2 opensim-SC-20eb8e54ac511b5e8988cb3c3701c824b41170c4.tar.xz |
A little bit more tweaking with appearance. Now passing both the wearables and the textures referred to in the Texture faces of AvatarAppearance. The textures are still not being acted upon on the other side, but they will.
Note: will make avies coming from older sims casper or grey. Upgrade!
Related to mantis #3204.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 50 |
1 files changed, 37 insertions, 13 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index dd8c719..85437f6 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -2646,20 +2646,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
2646 | 2646 | ||
2647 | try | 2647 | try |
2648 | { | 2648 | { |
2649 | // We might not pass the Wearables in all cases... | ||
2650 | // They're only needed so that persistent changes to the appearance | ||
2651 | // are preserved in the new region where the user is moving to. | ||
2652 | // But in Hypergrid we might not let this happen. | ||
2649 | int i = 0; | 2653 | int i = 0; |
2650 | UUID[] textures = new UUID[m_appearance.Wearables.Length * 2]; | 2654 | UUID[] wears = new UUID[m_appearance.Wearables.Length * 2]; |
2651 | foreach (AvatarWearable aw in m_appearance.Wearables) | 2655 | foreach (AvatarWearable aw in m_appearance.Wearables) |
2652 | { | 2656 | { |
2653 | if (aw != null) | 2657 | if (aw != null) |
2654 | { | 2658 | { |
2655 | textures[i++] = aw.ItemID; | 2659 | wears[i++] = aw.ItemID; |
2656 | textures[i++] = aw.AssetID; | 2660 | wears[i++] = aw.AssetID; |
2657 | } | 2661 | } |
2658 | else | 2662 | else |
2659 | m_log.DebugFormat("[SCENE PRESENCE]: Null wearable in CopyTo"); | 2663 | { |
2664 | wears[i++] = UUID.Zero; | ||
2665 | wears[i++] = UUID.Zero; | ||
2666 | } | ||
2660 | } | 2667 | } |
2661 | cAgent.AgentTextures = textures; | 2668 | cAgent.Wearables = wears; |
2669 | |||
2662 | cAgent.VisualParams = m_appearance.VisualParams; | 2670 | cAgent.VisualParams = m_appearance.VisualParams; |
2671 | |||
2672 | // Textures is not really needed in the base case, I think. But it's handy for | ||
2673 | // the Hypergrid and other decentralized models, so that we know which | ||
2674 | // textures to fecth from the user's asset server. | ||
2675 | i = 0; | ||
2676 | UUID[] textures = new UUID[m_appearance.Texture.FaceTextures.Length]; | ||
2677 | foreach (Primitive.TextureEntryFace face in m_appearance.Texture.FaceTextures) | ||
2678 | { | ||
2679 | if (face != null) | ||
2680 | textures[i] = face.TextureID; | ||
2681 | else | ||
2682 | textures[i] = UUID.Zero; | ||
2683 | ++i; | ||
2684 | } | ||
2685 | cAgent.AgentTextures = textures; | ||
2663 | } | 2686 | } |
2664 | catch (Exception e) | 2687 | catch (Exception e) |
2665 | { | 2688 | { |
@@ -2707,18 +2730,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2707 | uint i = 0; | 2730 | uint i = 0; |
2708 | try | 2731 | try |
2709 | { | 2732 | { |
2710 | AvatarWearable[] wearables = new AvatarWearable[cAgent.AgentTextures.Length / 2]; | 2733 | AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2]; |
2711 | for (uint n = 0; n < cAgent.AgentTextures.Length; n += 2) | 2734 | for (uint n = 0; n < cAgent.Wearables.Length; n += 2) |
2712 | { | 2735 | { |
2713 | UUID itemId = cAgent.AgentTextures[n]; | 2736 | UUID itemId = cAgent.Wearables[n]; |
2714 | UUID assetId = cAgent.AgentTextures[n + 1]; | 2737 | UUID assetId = cAgent.Wearables[n + 1]; |
2715 | wearables[i++] = new AvatarWearable(itemId, assetId); | 2738 | wears[i++] = new AvatarWearable(itemId, assetId); |
2716 | //te.CreateFace(i++).TextureID = assetId; | ||
2717 | } | 2739 | } |
2718 | m_appearance.Wearables = wearables; | 2740 | m_appearance.Wearables = wears; |
2719 | 2741 | ||
2720 | // We're setting it here to default, but the viewer will soon send a SetAppearance that will | 2742 | // We're setting it here to default, but the viewer will soon send a SetAppearance that will |
2721 | // set things straight. We should probably pass these textures too... | 2743 | // set things straight. We should probably parse these textures too, we have them... |
2744 | // In any case, the least we need to do is to check if this is HG and fetch the textures | ||
2745 | // so that they can then be distributed to the other clients that ask for them later. | ||
2722 | Primitive.TextureEntry te = AvatarAppearance.GetDefaultTexture(); //new Primitive.TextureEntry(UUID.Random()); | 2746 | Primitive.TextureEntry te = AvatarAppearance.GetDefaultTexture(); //new Primitive.TextureEntry(UUID.Random()); |
2723 | 2747 | ||
2724 | m_appearance.SetAppearance(te.ToBytes(), new List<byte>(cAgent.VisualParams)); | 2748 | m_appearance.SetAppearance(te.ToBytes(), new List<byte>(cAgent.VisualParams)); |