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authorJustin Clark-Casey (justincc)2011-06-24 21:54:01 +0100
committerJustin Clark-Casey (justincc)2011-06-24 21:54:01 +0100
commit1a0a9d229013ff7abba17ccd95159ca7d4b47e9f (patch)
tree933ebbc203ae94f80f722cc74504dc3f22533ff9 /OpenSim/Region
parentminor: method documentation (diff)
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Implement the latest mesh mechanism so that rezzing the uploaded mesh now works again.
Many thanks to the aurora project for pioneering this. This code is almost certainly not bug free, but it does at least appear to handle simple meshes (except when the viewer crashes - but it is beta!).
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs192
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs9
2 files changed, 195 insertions, 6 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index d52ebda..6786ac5 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -1,10 +1,39 @@
1using System; 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
28using System;
2using System.Collections; 29using System.Collections;
3using System.Collections.Generic; 30using System.Collections.Generic;
4using System.IO; 31using System.IO;
5using System.Reflection; 32using System.Reflection;
33using System.Text;
6 34
7using OpenMetaverse; 35using OpenMetaverse;
36using OpenMetaverse.StructuredData;
8using Nini.Config; 37using Nini.Config;
9using log4net; 38using log4net;
10 39
@@ -12,11 +41,14 @@ using OpenSim.Framework;
12using OpenSim.Framework.Capabilities; 41using OpenSim.Framework.Capabilities;
13using OpenSim.Region.Framework; 42using OpenSim.Region.Framework;
14using OpenSim.Region.Framework.Scenes; 43using OpenSim.Region.Framework.Scenes;
44using OpenSim.Region.Framework.Scenes.Serialization;
15using OpenSim.Framework.Servers; 45using OpenSim.Framework.Servers;
16using OpenSim.Framework.Servers.HttpServer; 46using OpenSim.Framework.Servers.HttpServer;
17using OpenSim.Services.Interfaces; 47using OpenSim.Services.Interfaces;
18 48
19using Caps = OpenSim.Framework.Capabilities.Caps; 49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
20 52
21namespace OpenSim.Region.ClientStack.Linden 53namespace OpenSim.Region.ClientStack.Linden
22{ 54{
@@ -79,7 +111,7 @@ namespace OpenSim.Region.ClientStack.Linden
79 111
80 private bool m_persistBakedTextures = false; 112 private bool m_persistBakedTextures = false;
81 private IAssetService m_assetService; 113 private IAssetService m_assetService;
82 private bool m_dumpAssetsToFile; 114 private bool m_dumpAssetsToFile = false;
83 private string m_regionName; 115 private string m_regionName;
84 116
85 public BunchOfCaps(Scene scene, Caps caps) 117 public BunchOfCaps(Scene scene, Caps caps)
@@ -448,6 +480,10 @@ namespace OpenSim.Region.ClientStack.Linden
448 UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, 480 UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType,
449 string assetType) 481 string assetType)
450 { 482 {
483 m_log.DebugFormat(
484 "Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}",
485 assetID, inventoryItem, inventoryType, assetType);
486
451 sbyte assType = 0; 487 sbyte assType = 0;
452 sbyte inType = 0; 488 sbyte inType = 0;
453 489
@@ -474,6 +510,156 @@ namespace OpenSim.Region.ClientStack.Linden
474 break; 510 break;
475 } 511 }
476 } 512 }
513 else if (inventoryType == "object")
514 {
515 inType = (sbyte)InventoryType.Object;
516 assType = (sbyte)AssetType.Object;
517
518 List<Vector3> positions = new List<Vector3>();
519 List<Quaternion> rotations = new List<Quaternion>();
520 OSDMap request = (OSDMap)OSDParser.DeserializeLLSDXml(data);
521 OSDArray instance_list = (OSDArray)request["instance_list"];
522 OSDArray mesh_list = (OSDArray)request["mesh_list"];
523 OSDArray texture_list = (OSDArray)request["texture_list"];
524 SceneObjectGroup grp = null;
525
526 List<UUID> textures = new List<UUID>();
527 for (int i = 0; i < texture_list.Count; i++)
528 {
529 AssetBase textureAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Texture, "");
530 textureAsset.Data = texture_list[i].AsBinary();
531 m_assetService.Store(textureAsset);
532 textures.Add(textureAsset.FullID);
533 }
534
535 for (int i = 0; i < mesh_list.Count; i++)
536 {
537 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox();
538
539 Primitive.TextureEntry textureEntry
540 = new Primitive.TextureEntry(Primitive.TextureEntry.WHITE_TEXTURE);
541 OSDMap inner_instance_list = (OSDMap)instance_list[i];
542
543 OSDArray face_list = (OSDArray)inner_instance_list["face_list"];
544 for (uint face = 0; face < face_list.Count; face++)
545 {
546 OSDMap faceMap = (OSDMap)face_list[(int)face];
547 Primitive.TextureEntryFace f = pbs.Textures.CreateFace(face);
548 if(faceMap.ContainsKey("fullbright"))
549 f.Fullbright = faceMap["fullbright"].AsBoolean();
550 if (faceMap.ContainsKey ("diffuse_color"))
551 f.RGBA = faceMap["diffuse_color"].AsColor4();
552
553 int textureNum = faceMap["image"].AsInteger();
554 float imagerot = faceMap["imagerot"].AsInteger();
555 float offsets = (float)faceMap["offsets"].AsReal();
556 float offsett = (float)faceMap["offsett"].AsReal();
557 float scales = (float)faceMap["scales"].AsReal();
558 float scalet = (float)faceMap["scalet"].AsReal();
559
560 if(imagerot != 0)
561 f.Rotation = imagerot;
562
563 if(offsets != 0)
564 f.OffsetU = offsets;
565
566 if (offsett != 0)
567 f.OffsetV = offsett;
568
569 if (scales != 0)
570 f.RepeatU = scales;
571
572 if (scalet != 0)
573 f.RepeatV = scalet;
574
575 if (textures.Count > textureNum)
576 f.TextureID = textures[textureNum];
577 else
578 f.TextureID = Primitive.TextureEntry.WHITE_TEXTURE;
579
580 textureEntry.FaceTextures[face] = f;
581 }
582
583 pbs.TextureEntry = textureEntry.GetBytes();
584
585 AssetBase meshAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Mesh, "");
586 meshAsset.Data = mesh_list[i].AsBinary();
587 m_assetService.Store(meshAsset);
588
589 pbs.SculptEntry = true;
590 pbs.SculptTexture = meshAsset.FullID;
591 pbs.SculptType = (byte)SculptType.Mesh;
592 pbs.SculptData = meshAsset.Data;
593
594 Vector3 position = inner_instance_list["position"].AsVector3();
595 Vector3 scale = inner_instance_list["scale"].AsVector3();
596 Quaternion rotation = inner_instance_list["rotation"].AsQuaternion();
597
598// int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger();
599// int material = inner_instance_list["material"].AsInteger();
600// int mesh = inner_instance_list["mesh"].AsInteger();
601
602 OSDMap permissions = (OSDMap)inner_instance_list["permissions"];
603 int base_mask = permissions["base_mask"].AsInteger();
604 int everyone_mask = permissions["everyone_mask"].AsInteger();
605 UUID creator_id = permissions["creator_id"].AsUUID();
606 UUID group_id = permissions["group_id"].AsUUID();
607 int group_mask = permissions["group_mask"].AsInteger();
608// bool is_owner_group = permissions["is_owner_group"].AsBoolean();
609// UUID last_owner_id = permissions["last_owner_id"].AsUUID();
610 int next_owner_mask = permissions["next_owner_mask"].AsInteger();
611 UUID owner_id = permissions["owner_id"].AsUUID();
612 int owner_mask = permissions["owner_mask"].AsInteger();
613
614 SceneObjectPart prim
615 = new SceneObjectPart(owner_id, pbs, position, Quaternion.Identity, Vector3.Zero);
616
617 prim.Scale = scale;
618 prim.OffsetPosition = position;
619 rotations.Add(rotation);
620 positions.Add(position);
621 prim.UUID = UUID.Random();
622 prim.CreatorID = creator_id;
623 prim.OwnerID = owner_id;
624 prim.GroupID = group_id;
625 prim.LastOwnerID = prim.OwnerID;
626 prim.CreationDate = Util.UnixTimeSinceEpoch();
627 prim.Name = assetName;
628 prim.Description = "";
629
630 prim.BaseMask = (uint)base_mask;
631 prim.EveryoneMask = (uint)everyone_mask;
632 prim.GroupMask = (uint)group_mask;
633 prim.NextOwnerMask = (uint)next_owner_mask;
634 prim.OwnerMask = (uint)owner_mask;
635
636 if (grp == null)
637 grp = new SceneObjectGroup(prim);
638 else
639 grp.AddPart(prim);
640 }
641
642 // Fix first link number
643 if (grp.Parts.Length > 1)
644 grp.RootPart.LinkNum++;
645
646 Vector3 rootPos = positions[0];
647 grp.AbsolutePosition = rootPos;
648 for (int i = 0; i < positions.Count; i++)
649 {
650 Vector3 offset = positions[i] - rootPos;
651 grp.Parts[i].OffsetPosition = offset;
652 }
653
654 for (int i = 0; i < rotations.Count; i++)
655 {
656 if (i != 0)
657 grp.Parts[i].RotationOffset = rotations[i];
658 }
659
660 grp.UpdateGroupRotationR(rotations[0]);
661 data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp));
662 }
477 663
478 AssetBase asset; 664 AssetBase asset;
479 asset = new AssetBase(assetID, assetName, assType, m_HostCapsObj.AgentID.ToString()); 665 asset = new AssetBase(assetID, assetName, assType, m_HostCapsObj.AgentID.ToString());
@@ -841,7 +1027,7 @@ namespace OpenSim.Region.ClientStack.Linden
841 uploadComplete.new_asset = inventoryItemID; 1027 uploadComplete.new_asset = inventoryItemID;
842 uploadComplete.compiled = errors.Count > 0 ? false : true; 1028 uploadComplete.compiled = errors.Count > 0 ? false : true;
843 uploadComplete.state = "complete"; 1029 uploadComplete.state = "complete";
844 uploadComplete.errors = new OSDArray(); 1030 uploadComplete.errors = new OpenSim.Framework.Capabilities.OSDArray();
845 uploadComplete.errors.Array = errors; 1031 uploadComplete.errors.Array = errors;
846 1032
847 res = LLSDHelpers.SerialiseLLSDReply(uploadComplete); 1033 res = LLSDHelpers.SerialiseLLSDReply(uploadComplete);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c6d8c73..f3879f0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -800,7 +800,8 @@ namespace OpenSim.Region.Framework.Scenes
800 actor.Orientation = GetWorldRotation(); 800 actor.Orientation = GetWorldRotation();
801 801
802 // Tell the physics engines that this prim changed. 802 // Tell the physics engines that this prim changed.
803 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 803 if (m_parentGroup.Scene != null)
804 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
804 } 805 }
805 } 806 }
806 } 807 }
@@ -1085,11 +1086,13 @@ namespace OpenSim.Region.Framework.Scenes
1085 1086
1086 public Vector3 AbsolutePosition 1087 public Vector3 AbsolutePosition
1087 { 1088 {
1088 get { 1089 get
1090 {
1089 if (IsAttachment) 1091 if (IsAttachment)
1090 return GroupPosition; 1092 return GroupPosition;
1091 1093
1092 return m_offsetPosition + m_groupPosition; } 1094 return m_offsetPosition + m_groupPosition;
1095 }
1093 } 1096 }
1094 1097
1095 public SceneObjectGroup ParentGroup 1098 public SceneObjectGroup ParentGroup