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authorUbitUmarov2012-09-17 21:15:07 +0100
committerUbitUmarov2012-09-17 21:15:07 +0100
commitc1eec3b82818f91f66580cecc32c2ac9a9d2d968 (patch)
treee1f33c8c9a5c64af04cf16ca50f39ed0b3241519
parent make sure client still has money at upload (diff)
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on upload store mesh list contents as mesh assets. Build prims by instances not
meshs. (some prims can have same mesh)
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs31
1 files changed, 23 insertions, 8 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index 4ba8254..ace188c 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -617,6 +617,7 @@ namespace OpenSim.Region.ClientStack.Linden
617 OSDArray texture_list = (OSDArray)request["texture_list"]; 617 OSDArray texture_list = (OSDArray)request["texture_list"];
618 SceneObjectGroup grp = null; 618 SceneObjectGroup grp = null;
619 619
620 // create and store texture assets
620 List<UUID> textures = new List<UUID>(); 621 List<UUID> textures = new List<UUID>();
621 for (int i = 0; i < texture_list.Count; i++) 622 for (int i = 0; i < texture_list.Count; i++)
622 { 623 {
@@ -624,14 +625,28 @@ namespace OpenSim.Region.ClientStack.Linden
624 textureAsset.Data = texture_list[i].AsBinary(); 625 textureAsset.Data = texture_list[i].AsBinary();
625 m_assetService.Store(textureAsset); 626 m_assetService.Store(textureAsset);
626 textures.Add(textureAsset.FullID); 627 textures.Add(textureAsset.FullID);
628 textureAsset = null;
627 } 629 }
628 630
631 // create and store meshs assets
632 List<UUID> meshAssets = new List<UUID>();
629 for (int i = 0; i < mesh_list.Count; i++) 633 for (int i = 0; i < mesh_list.Count; i++)
630 { 634 {
635 AssetBase meshAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Mesh, "");
636 meshAsset.Data = mesh_list[i].AsBinary();
637 m_assetService.Store(meshAsset);
638 meshAssets.Add(meshAsset.FullID);
639 meshAsset = null;
640 }
641
642 // build prims from instances
643 for (int i = 0; i < instance_list.Count; i++)
644 {
631 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox(); 645 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox();
632 646
633 Primitive.TextureEntry textureEntry 647 Primitive.TextureEntry textureEntry
634 = new Primitive.TextureEntry(Primitive.TextureEntry.WHITE_TEXTURE); 648 = new Primitive.TextureEntry(Primitive.TextureEntry.WHITE_TEXTURE);
649
635 OSDMap inner_instance_list = (OSDMap)instance_list[i]; 650 OSDMap inner_instance_list = (OSDMap)instance_list[i];
636 651
637 OSDArray face_list = (OSDArray)inner_instance_list["face_list"]; 652 OSDArray face_list = (OSDArray)inner_instance_list["face_list"];
@@ -676,14 +691,14 @@ namespace OpenSim.Region.ClientStack.Linden
676 691
677 pbs.TextureEntry = textureEntry.GetBytes(); 692 pbs.TextureEntry = textureEntry.GetBytes();
678 693
679 AssetBase meshAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Mesh, ""); 694 int meshindx = inner_instance_list["mesh"].AsInteger();
680 meshAsset.Data = mesh_list[i].AsBinary(); 695 if (meshAssets.Count > meshindx)
681 m_assetService.Store(meshAsset); 696 {
682 697 pbs.SculptEntry = true;
683 pbs.SculptEntry = true; 698 pbs.SculptType = (byte)SculptType.Mesh;
684 pbs.SculptTexture = meshAsset.FullID; 699 pbs.SculptTexture = meshAssets[meshindx]; // actual asset UUID after meshs suport introduction
685 pbs.SculptType = (byte)SculptType.Mesh; 700 // data will be requested from asset on rez (i hope)
686 pbs.SculptData = meshAsset.Data; 701 }
687 702
688 Vector3 position = inner_instance_list["position"].AsVector3(); 703 Vector3 position = inner_instance_list["position"].AsVector3();
689 Vector3 scale = inner_instance_list["scale"].AsVector3(); 704 Vector3 scale = inner_instance_list["scale"].AsVector3();