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authorUbitUmarov2012-09-20 14:32:30 +0100
committerUbitUmarov2012-09-20 14:32:30 +0100
commitbf987f96d2339f1471ad5fc5b3df5a7a8b484d6e (patch)
tree072ce2e6c6086fe5de4031d5e5d741ad1a27ba7f
parent be more tolerant to small prims, skipping them, only failing if they are (diff)
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Fix model upload rotations and offsets ( i hope )
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs159
1 files changed, 56 insertions, 103 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index d66076d..a139ea8 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -128,9 +128,6 @@ namespace OpenSim.Region.ClientStack.Linden
128 } 128 }
129 private FileAgentInventoryState m_FileAgentInventoryState = FileAgentInventoryState.idle; 129 private FileAgentInventoryState m_FileAgentInventoryState = FileAgentInventoryState.idle;
130 130
131// private bool m_addNewTextures = false;
132// private bool m_addNewMeshes = false;
133
134 public BunchOfCaps(Scene scene, Caps caps) 131 public BunchOfCaps(Scene scene, Caps caps)
135 { 132 {
136 m_Scene = scene; 133 m_Scene = scene;
@@ -641,6 +638,7 @@ namespace OpenSim.Region.ClientStack.Linden
641 } 638 }
642 } 639 }
643 640
641 // strings to types
644 if (inventoryType == "sound") 642 if (inventoryType == "sound")
645 { 643 {
646 inType = (sbyte)InventoryType.Sound; 644 inType = (sbyte)InventoryType.Sound;
@@ -687,45 +685,6 @@ namespace OpenSim.Region.ClientStack.Linden
687 textureAsset.Data = texture_list[i].AsBinary(); 685 textureAsset.Data = texture_list[i].AsBinary();
688 m_assetService.Store(textureAsset); 686 m_assetService.Store(textureAsset);
689 textures.Add(textureAsset.FullID); 687 textures.Add(textureAsset.FullID);
690 /*
691 don't do this
692 replace it by optionaly making model textures cost less than if individually uploaded
693 since they can't be used for other purpuses
694
695 // save it to inventory
696 if (m_addNewTextures && AddNewInventoryItem != null)
697 {
698 string name = assetName;
699 if (name.Length > 25)
700 name = name.Substring(0, 24);
701 name += "_Texture#" + i.ToString();
702 InventoryItemBase texitem = new InventoryItemBase();
703 texitem.Owner = m_HostCapsObj.AgentID;
704 texitem.CreatorId = m_HostCapsObj.AgentID.ToString();
705 texitem.CreatorData = String.Empty;
706 texitem.ID = UUID.Random();
707 texitem.AssetID = textureAsset.FullID;
708 texitem.Description = "mesh model texture";
709 texitem.Name = name;
710 texitem.AssetType = (int)AssetType.Texture;
711 texitem.InvType = (int)InventoryType.Texture;
712 texitem.Folder = UUID.Zero; // send to default
713
714 // If we set PermissionMask.All then when we rez the item the next permissions will replace the current
715 // (owner) permissions. This becomes a problem if next permissions are changed.
716 texitem.CurrentPermissions
717 = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
718
719 texitem.BasePermissions = (uint)PermissionMask.All;
720 texitem.EveryOnePermissions = 0;
721 texitem.NextPermissions = (uint)PermissionMask.All;
722 texitem.CreationDate = Util.UnixTimeSinceEpoch();
723
724 AddNewInventoryItem(m_HostCapsObj.AgentID, texitem, 0);
725 texitem = null;
726 }
727 */
728 textureAsset = null;
729 } 688 }
730 689
731 // create and store meshs assets 690 // create and store meshs assets
@@ -736,47 +695,9 @@ namespace OpenSim.Region.ClientStack.Linden
736 meshAsset.Data = mesh_list[i].AsBinary(); 695 meshAsset.Data = mesh_list[i].AsBinary();
737 m_assetService.Store(meshAsset); 696 m_assetService.Store(meshAsset);
738 meshAssets.Add(meshAsset.FullID); 697 meshAssets.Add(meshAsset.FullID);
739
740 /* this was a test, funny and showed viewers deal with mesh inventory itens
741 * nut also same reason as for textures
742 * let integrated in a model cost eventually less than hipotetical independent meshs assets
743 * that will be in inventory
744 // save it to inventory
745 if (m_addNewMeshes && AddNewInventoryItem != null)
746 {
747 string name = assetName;
748 if (name.Length > 25)
749 name = name.Substring(0, 24);
750 name += "_Mesh#" + i.ToString();
751 InventoryItemBase meshitem = new InventoryItemBase();
752 meshitem.Owner = m_HostCapsObj.AgentID;
753 meshitem.CreatorId = m_HostCapsObj.AgentID.ToString();
754 meshitem.CreatorData = String.Empty;
755 meshitem.ID = UUID.Random();
756 meshitem.AssetID = meshAsset.FullID;
757 meshitem.Description = "mesh ";
758 meshitem.Name = name;
759 meshitem.AssetType = (int)AssetType.Mesh;
760 meshitem.InvType = (int)InventoryType.Mesh;
761 meshitem.Folder = UUID.Zero; // send to default
762
763 // If we set PermissionMask.All then when we rez the item the next permissions will replace the current
764 // (owner) permissions. This becomes a problem if next permissions are changed.
765 meshitem.CurrentPermissions
766 = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
767
768 meshitem.BasePermissions = (uint)PermissionMask.All;
769 meshitem.EveryOnePermissions = 0;
770 meshitem.NextPermissions = (uint)PermissionMask.All;
771 meshitem.CreationDate = Util.UnixTimeSinceEpoch();
772
773 AddNewInventoryItem(m_HostCapsObj.AgentID, meshitem, 0);
774 meshitem = null;
775 }
776 */
777 meshAsset = null;
778 } 698 }
779 699
700 int skipedMeshs = 0;
780 // build prims from instances 701 // build prims from instances
781 for (int i = 0; i < instance_list.Count; i++) 702 for (int i = 0; i < instance_list.Count; i++)
782 { 703 {
@@ -784,9 +705,12 @@ namespace OpenSim.Region.ClientStack.Linden
784 705
785 // skip prims that are 2 small 706 // skip prims that are 2 small
786 Vector3 scale = inner_instance_list["scale"].AsVector3(); 707 Vector3 scale = inner_instance_list["scale"].AsVector3();
787 708
788 if (scale.X < m_PrimScaleMin || scale.Y < m_PrimScaleMin || scale.Z < m_PrimScaleMin) 709 if (scale.X < m_PrimScaleMin || scale.Y < m_PrimScaleMin || scale.Z < m_PrimScaleMin)
710 {
711 skipedMeshs++;
789 continue; 712 continue;
713 }
790 714
791 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox(); 715 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox();
792 716
@@ -836,21 +760,33 @@ namespace OpenSim.Region.ClientStack.Linden
836 760
837 pbs.TextureEntry = textureEntry.GetBytes(); 761 pbs.TextureEntry = textureEntry.GetBytes();
838 762
839 int meshindx = inner_instance_list["mesh"].AsInteger(); 763 bool hasmesh = false;
840 if (meshAssets.Count > meshindx) 764 if (inner_instance_list.ContainsKey("mesh")) // seems to happen always but ...
841 { 765 {
842 pbs.SculptEntry = true; 766 int meshindx = inner_instance_list["mesh"].AsInteger();
843 pbs.SculptType = (byte)SculptType.Mesh; 767 if (meshAssets.Count > meshindx)
844 pbs.SculptTexture = meshAssets[meshindx]; // actual asset UUID after meshs suport introduction 768 {
845 // data will be requested from asset on rez (i hope) 769 pbs.SculptEntry = true;
770 pbs.SculptType = (byte)SculptType.Mesh;
771 pbs.SculptTexture = meshAssets[meshindx]; // actual asset UUID after meshs suport introduction
772 // data will be requested from asset on rez (i hope)
773 hasmesh = true;
774 }
846 } 775 }
847 776
848 Vector3 position = inner_instance_list["position"].AsVector3(); 777 Vector3 position = inner_instance_list["position"].AsVector3();
849 Quaternion rotation = inner_instance_list["rotation"].AsQuaternion(); 778 Quaternion rotation = inner_instance_list["rotation"].AsQuaternion();
850 779
780 // for now viwers do send fixed defaults
781 // but this may change
782// int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger();
783 byte physicsShapeType = (byte)PhysShapeType.prim; // default for mesh is simple convex
784 if(hasmesh)
785 physicsShapeType = (byte) PhysShapeType.convex; // default for mesh is simple convex
786// int material = inner_instance_list["material"].AsInteger();
787 byte material = (byte)Material.Wood;
788
851// no longer used - begin ------------------------ 789// no longer used - begin ------------------------
852// int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger();
853// int material = inner_instance_list["material"].AsInteger();
854// int mesh = inner_instance_list["mesh"].AsInteger(); 790// int mesh = inner_instance_list["mesh"].AsInteger();
855 791
856// OSDMap permissions = (OSDMap)inner_instance_list["permissions"]; 792// OSDMap permissions = (OSDMap)inner_instance_list["permissions"];
@@ -872,7 +808,7 @@ namespace OpenSim.Region.ClientStack.Linden
872 = new SceneObjectPart(owner_id, pbs, position, Quaternion.Identity, Vector3.Zero); 808 = new SceneObjectPart(owner_id, pbs, position, Quaternion.Identity, Vector3.Zero);
873 809
874 prim.Scale = scale; 810 prim.Scale = scale;
875 prim.OffsetPosition = position; 811// prim.OffsetPosition = position;
876 rotations.Add(rotation); 812 rotations.Add(rotation);
877 positions.Add(position); 813 positions.Add(position);
878 prim.UUID = UUID.Random(); 814 prim.UUID = UUID.Random();
@@ -883,6 +819,8 @@ namespace OpenSim.Region.ClientStack.Linden
883 prim.CreationDate = Util.UnixTimeSinceEpoch(); 819 prim.CreationDate = Util.UnixTimeSinceEpoch();
884 prim.Name = assetName; 820 prim.Name = assetName;
885 prim.Description = ""; 821 prim.Description = "";
822 prim.Material = material;
823 prim.PhysicsShapeType = physicsShapeType;
886 824
887// prim.BaseMask = (uint)base_mask; 825// prim.BaseMask = (uint)base_mask;
888// prim.EveryoneMask = (uint)everyone_mask; 826// prim.EveryoneMask = (uint)everyone_mask;
@@ -896,25 +834,40 @@ namespace OpenSim.Region.ClientStack.Linden
896 grp.AddPart(prim); 834 grp.AddPart(prim);
897 } 835 }
898 836
899 // Fix first link number 837 Vector3 rootPos = positions[0];
838
900 if (grp.Parts.Length > 1) 839 if (grp.Parts.Length > 1)
840 {
841 // Fix first link number
901 grp.RootPart.LinkNum++; 842 grp.RootPart.LinkNum++;
902 843
903 Vector3 rootPos = positions[0]; 844 Quaternion rootRotConj = Quaternion.Conjugate(rotations[0]);
904 grp.AbsolutePosition = rootPos; 845 Quaternion tmprot;
905 for (int i = 0; i < positions.Count; i++) 846 Vector3 offset;
906 { 847
907 Vector3 offset = positions[i] - rootPos; 848 // fix children rotations and positions
908 grp.Parts[i].OffsetPosition = offset; 849 for (int i = 1; i < rotations.Count; i++)
909 } 850 {
851 tmprot = rotations[i];
852 tmprot = rootRotConj * tmprot;
853
854 grp.Parts[i].RotationOffset = tmprot;
910 855
911 for (int i = 0; i < rotations.Count; i++) 856 offset = positions[i] - rootPos;
857
858 offset *= rootRotConj;
859 grp.Parts[i].OffsetPosition = offset;
860 }
861
862 grp.AbsolutePosition = rootPos;
863 grp.UpdateGroupRotationR(rotations[0]);
864 }
865 else
912 { 866 {
913 if (i != 0) 867 grp.AbsolutePosition = rootPos;
914 grp.Parts[i].RotationOffset = rotations[i]; 868 grp.UpdateGroupRotationR(rotations[0]);
915 } 869 }
916 870
917 grp.UpdateGroupRotationR(rotations[0]);
918 data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp)); 871 data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp));
919 } 872 }
920 873