Added an image uuid to objects marked "Show in search". Only works for boxes.
parent
5f0478c4c4
commit
4bbe9a51ac
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@ -45,6 +45,10 @@ namespace OpenSim.Region.DataSnapshot.Providers
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool m_stale = true;
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private static UUID m_DefaultImage = new UUID("89556747-24cb-43ed-920b-47caed15465f");
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private static UUID m_BlankImage = new UUID("5748decc-f629-461c-9a36-a35a221fe21f");
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public void Initialize(Scene scene, DataSnapshotManager parent)
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{
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m_scene = scene;
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@ -142,6 +146,19 @@ namespace OpenSim.Region.DataSnapshot.Providers
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node.InnerText = land.LandData.GlobalID.ToString();
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "location", "");
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Vector3 loc = obj.AbsolutePosition;
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node.InnerText = loc.X.ToString() + "/" + loc.Y.ToString() + "/" + loc.Z.ToString();
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xmlobject.AppendChild(node);
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string bestImage = GuessImage(obj);
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if (bestImage != string.Empty)
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{
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node = nodeFactory.CreateNode(XmlNodeType.Element, "image", "");
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node.InnerText = bestImage;
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xmlobject.AppendChild(node);
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}
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parent.AppendChild(xmlobject);
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}
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}
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@ -173,5 +190,58 @@ namespace OpenSim.Region.DataSnapshot.Providers
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}
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public event ProviderStale OnStale;
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/// <summary>
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/// Guesses the best image, based on a simple heuristic. It guesses only for boxes.
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/// We're optimizing for boxes, because those are the most common objects
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/// marked "Show in search" -- boxes with content inside.For other shapes,
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/// it's really hard to tell which texture should be grabbed.
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/// </summary>
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/// <param name="sog"></param>
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/// <returns></returns>
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private string GuessImage(SceneObjectGroup sog)
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{
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string bestguess = string.Empty;
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Dictionary<UUID, int> counts = new Dictionary<UUID, int>();
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if (sog.RootPart.Shape != null && sog.RootPart.Shape.ProfileShape == ProfileShape.Square &&
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sog.RootPart.Shape.Textures != null && sog.RootPart.Shape.Textures.FaceTextures != null)
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{
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if (sog.RootPart.Shape.Textures.DefaultTexture.TextureID != UUID.Zero &&
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sog.RootPart.Shape.Textures.DefaultTexture.TextureID != m_DefaultImage &&
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sog.RootPart.Shape.Textures.DefaultTexture.TextureID != m_BlankImage &&
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sog.RootPart.Shape.Textures.DefaultTexture.RGBA.A < 50)
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{
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counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] = 8;
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}
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foreach (Primitive.TextureEntryFace tentry in sog.RootPart.Shape.Textures.FaceTextures)
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{
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if (tentry != null)
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{
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if (tentry.TextureID != UUID.Zero && tentry.TextureID != m_DefaultImage && tentry.TextureID != m_BlankImage && tentry.RGBA.A < 50)
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{
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int c = 0;
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counts.TryGetValue(tentry.TextureID, out c);
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counts[tentry.TextureID] = c + 1;
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// decrease the default texture count
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if (counts.ContainsKey(sog.RootPart.Shape.Textures.DefaultTexture.TextureID))
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counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] = counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] - 1;
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}
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}
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}
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// Let's pick the most unique texture
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int min = 9999;
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foreach (KeyValuePair<UUID, int> kv in counts)
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{
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if (kv.Value < min && kv.Value >= 1)
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{
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bestguess = kv.Key.ToString();
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min = kv.Value;
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}
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}
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}
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return bestguess;
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}
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}
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}
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