coment out mesh model upload code to add textures and individual meshs

assets to inventory, since it may actually be a bad ideia since good
 model textures are deply related to it and there is no current use for
 independent mesh assets. Added the option to have a reduced free for textures (2.5 C$ as is, total textures cost rounded to nearest int) compensating for the fact that they can't be used outside the model or its parts.
avinationmerge
UbitUmarov 2012-09-19 00:29:16 +01:00
parent ac2380bbfa
commit 51ca84afdf
2 changed files with 249 additions and 198 deletions

View File

@ -116,8 +116,8 @@ namespace OpenSim.Region.ClientStack.Linden
private bool m_dumpAssetsToFile = false;
private string m_regionName;
private int m_levelUpload = 0;
private bool m_addNewTextures = false;
private bool m_addNewMeshes = false;
// private bool m_addNewTextures = false;
// private bool m_addNewMeshes = false;
public BunchOfCaps(Scene scene, Caps caps)
{
@ -608,172 +608,181 @@ namespace OpenSim.Region.ClientStack.Linden
}
else if (inventoryType == "object")
{
inType = (sbyte)InventoryType.Object;
assType = (sbyte)AssetType.Object;
List<Vector3> positions = new List<Vector3>();
List<Quaternion> rotations = new List<Quaternion>();
OSDMap request = (OSDMap)OSDParser.DeserializeLLSDXml(data);
OSDArray instance_list = (OSDArray)request["instance_list"];
OSDArray mesh_list = (OSDArray)request["mesh_list"];
OSDArray texture_list = (OSDArray)request["texture_list"];
SceneObjectGroup grp = null;
// create and store texture assets
List<UUID> textures = new List<UUID>();
for (int i = 0; i < texture_list.Count; i++)
if (assetType == "mesh") // this code for now is for mesh models uploads only
{
AssetBase textureAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Texture, "");
textureAsset.Data = texture_list[i].AsBinary();
m_assetService.Store(textureAsset);
textures.Add(textureAsset.FullID);
inType = (sbyte)InventoryType.Object;
assType = (sbyte)AssetType.Object;
// save it to inventory
if (m_addNewTextures && AddNewInventoryItem != null)
List<Vector3> positions = new List<Vector3>();
List<Quaternion> rotations = new List<Quaternion>();
OSDMap request = (OSDMap)OSDParser.DeserializeLLSDXml(data);
OSDArray instance_list = (OSDArray)request["instance_list"];
OSDArray mesh_list = (OSDArray)request["mesh_list"];
OSDArray texture_list = (OSDArray)request["texture_list"];
SceneObjectGroup grp = null;
// create and store texture assets
List<UUID> textures = new List<UUID>();
for (int i = 0; i < texture_list.Count; i++)
{
string name = assetName;
if (name.Length > 25)
name = name.Substring(0, 24);
name += "_Texture#" + i.ToString();
InventoryItemBase texitem = new InventoryItemBase();
texitem.Owner = m_HostCapsObj.AgentID;
texitem.CreatorId = m_HostCapsObj.AgentID.ToString();
texitem.CreatorData = String.Empty;
texitem.ID = UUID.Random();
texitem.AssetID = textureAsset.FullID;
texitem.Description = "mesh model texture";
texitem.Name = name;
texitem.AssetType = (int)AssetType.Texture;
texitem.InvType = (int)InventoryType.Texture;
texitem.Folder = UUID.Zero; // send to default
AssetBase textureAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Texture, "");
textureAsset.Data = texture_list[i].AsBinary();
m_assetService.Store(textureAsset);
textures.Add(textureAsset.FullID);
/*
don't do this
replace it by optionaly making model textures cost less than if individually uploaded
since they can't be used for other purpuses
// save it to inventory
if (m_addNewTextures && AddNewInventoryItem != null)
{
string name = assetName;
if (name.Length > 25)
name = name.Substring(0, 24);
name += "_Texture#" + i.ToString();
InventoryItemBase texitem = new InventoryItemBase();
texitem.Owner = m_HostCapsObj.AgentID;
texitem.CreatorId = m_HostCapsObj.AgentID.ToString();
texitem.CreatorData = String.Empty;
texitem.ID = UUID.Random();
texitem.AssetID = textureAsset.FullID;
texitem.Description = "mesh model texture";
texitem.Name = name;
texitem.AssetType = (int)AssetType.Texture;
texitem.InvType = (int)InventoryType.Texture;
texitem.Folder = UUID.Zero; // send to default
// If we set PermissionMask.All then when we rez the item the next permissions will replace the current
// (owner) permissions. This becomes a problem if next permissions are changed.
texitem.CurrentPermissions
= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
// If we set PermissionMask.All then when we rez the item the next permissions will replace the current
// (owner) permissions. This becomes a problem if next permissions are changed.
texitem.CurrentPermissions
= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
texitem.BasePermissions = (uint)PermissionMask.All;
texitem.EveryOnePermissions = 0;
texitem.NextPermissions = (uint)PermissionMask.All;
texitem.CreationDate = Util.UnixTimeSinceEpoch();
texitem.BasePermissions = (uint)PermissionMask.All;
texitem.EveryOnePermissions = 0;
texitem.NextPermissions = (uint)PermissionMask.All;
texitem.CreationDate = Util.UnixTimeSinceEpoch();
AddNewInventoryItem(m_HostCapsObj.AgentID, texitem, 0);
texitem = null;
AddNewInventoryItem(m_HostCapsObj.AgentID, texitem, 0);
texitem = null;
}
*/
textureAsset = null;
}
textureAsset = null;
}
// create and store meshs assets
List<UUID> meshAssets = new List<UUID>();
for (int i = 0; i < mesh_list.Count; i++)
{
AssetBase meshAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Mesh, "");
meshAsset.Data = mesh_list[i].AsBinary();
m_assetService.Store(meshAsset);
meshAssets.Add(meshAsset.FullID);
// save it to inventory
if (m_addNewMeshes && AddNewInventoryItem != null)
// create and store meshs assets
List<UUID> meshAssets = new List<UUID>();
for (int i = 0; i < mesh_list.Count; i++)
{
string name = assetName;
if (name.Length > 25)
name = name.Substring(0, 24);
name += "_Mesh#" + i.ToString();
InventoryItemBase meshitem = new InventoryItemBase();
meshitem.Owner = m_HostCapsObj.AgentID;
meshitem.CreatorId = m_HostCapsObj.AgentID.ToString();
meshitem.CreatorData = String.Empty;
meshitem.ID = UUID.Random();
meshitem.AssetID = meshAsset.FullID;
meshitem.Description = "mesh ";
meshitem.Name = name;
meshitem.AssetType = (int)AssetType.Mesh;
meshitem.InvType = (int)InventoryType.Mesh;
meshitem.Folder = UUID.Zero; // send to default
AssetBase meshAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Mesh, "");
meshAsset.Data = mesh_list[i].AsBinary();
m_assetService.Store(meshAsset);
meshAssets.Add(meshAsset.FullID);
// If we set PermissionMask.All then when we rez the item the next permissions will replace the current
// (owner) permissions. This becomes a problem if next permissions are changed.
meshitem.CurrentPermissions
= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
/* this was a test, funny and showed viewers deal with mesh inventory itens
* nut also same reason as for textures
* let integrated in a model cost eventually less than hipotetical independent meshs assets
* that will be in inventory
// save it to inventory
if (m_addNewMeshes && AddNewInventoryItem != null)
{
string name = assetName;
if (name.Length > 25)
name = name.Substring(0, 24);
name += "_Mesh#" + i.ToString();
InventoryItemBase meshitem = new InventoryItemBase();
meshitem.Owner = m_HostCapsObj.AgentID;
meshitem.CreatorId = m_HostCapsObj.AgentID.ToString();
meshitem.CreatorData = String.Empty;
meshitem.ID = UUID.Random();
meshitem.AssetID = meshAsset.FullID;
meshitem.Description = "mesh ";
meshitem.Name = name;
meshitem.AssetType = (int)AssetType.Mesh;
meshitem.InvType = (int)InventoryType.Mesh;
meshitem.Folder = UUID.Zero; // send to default
meshitem.BasePermissions = (uint)PermissionMask.All;
meshitem.EveryOnePermissions = 0;
meshitem.NextPermissions = (uint)PermissionMask.All;
meshitem.CreationDate = Util.UnixTimeSinceEpoch();
// If we set PermissionMask.All then when we rez the item the next permissions will replace the current
// (owner) permissions. This becomes a problem if next permissions are changed.
meshitem.CurrentPermissions
= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
AddNewInventoryItem(m_HostCapsObj.AgentID, meshitem, 0);
meshitem = null;
meshitem.BasePermissions = (uint)PermissionMask.All;
meshitem.EveryOnePermissions = 0;
meshitem.NextPermissions = (uint)PermissionMask.All;
meshitem.CreationDate = Util.UnixTimeSinceEpoch();
AddNewInventoryItem(m_HostCapsObj.AgentID, meshitem, 0);
meshitem = null;
}
*/
meshAsset = null;
}
meshAsset = null;
}
// build prims from instances
for (int i = 0; i < instance_list.Count; i++)
{
PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox();
Primitive.TextureEntry textureEntry
= new Primitive.TextureEntry(Primitive.TextureEntry.WHITE_TEXTURE);
OSDMap inner_instance_list = (OSDMap)instance_list[i];
OSDArray face_list = (OSDArray)inner_instance_list["face_list"];
for (uint face = 0; face < face_list.Count; face++)
// build prims from instances
for (int i = 0; i < instance_list.Count; i++)
{
OSDMap faceMap = (OSDMap)face_list[(int)face];
Primitive.TextureEntryFace f = pbs.Textures.CreateFace(face);
if(faceMap.ContainsKey("fullbright"))
f.Fullbright = faceMap["fullbright"].AsBoolean();
if (faceMap.ContainsKey ("diffuse_color"))
f.RGBA = faceMap["diffuse_color"].AsColor4();
PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox();
int textureNum = faceMap["image"].AsInteger();
float imagerot = faceMap["imagerot"].AsInteger();
float offsets = (float)faceMap["offsets"].AsReal();
float offsett = (float)faceMap["offsett"].AsReal();
float scales = (float)faceMap["scales"].AsReal();
float scalet = (float)faceMap["scalet"].AsReal();
Primitive.TextureEntry textureEntry
= new Primitive.TextureEntry(Primitive.TextureEntry.WHITE_TEXTURE);
if(imagerot != 0)
f.Rotation = imagerot;
OSDMap inner_instance_list = (OSDMap)instance_list[i];
if(offsets != 0)
f.OffsetU = offsets;
OSDArray face_list = (OSDArray)inner_instance_list["face_list"];
for (uint face = 0; face < face_list.Count; face++)
{
OSDMap faceMap = (OSDMap)face_list[(int)face];
Primitive.TextureEntryFace f = pbs.Textures.CreateFace(face);
if (faceMap.ContainsKey("fullbright"))
f.Fullbright = faceMap["fullbright"].AsBoolean();
if (faceMap.ContainsKey("diffuse_color"))
f.RGBA = faceMap["diffuse_color"].AsColor4();
if (offsett != 0)
f.OffsetV = offsett;
int textureNum = faceMap["image"].AsInteger();
float imagerot = faceMap["imagerot"].AsInteger();
float offsets = (float)faceMap["offsets"].AsReal();
float offsett = (float)faceMap["offsett"].AsReal();
float scales = (float)faceMap["scales"].AsReal();
float scalet = (float)faceMap["scalet"].AsReal();
if (scales != 0)
f.RepeatU = scales;
if (imagerot != 0)
f.Rotation = imagerot;
if (scalet != 0)
f.RepeatV = scalet;
if (offsets != 0)
f.OffsetU = offsets;
if (textures.Count > textureNum)
f.TextureID = textures[textureNum];
else
f.TextureID = Primitive.TextureEntry.WHITE_TEXTURE;
if (offsett != 0)
f.OffsetV = offsett;
textureEntry.FaceTextures[face] = f;
}
if (scales != 0)
f.RepeatU = scales;
pbs.TextureEntry = textureEntry.GetBytes();
if (scalet != 0)
f.RepeatV = scalet;
int meshindx = inner_instance_list["mesh"].AsInteger();
if (meshAssets.Count > meshindx)
{
pbs.SculptEntry = true;
pbs.SculptType = (byte)SculptType.Mesh;
pbs.SculptTexture = meshAssets[meshindx]; // actual asset UUID after meshs suport introduction
// data will be requested from asset on rez (i hope)
}
if (textures.Count > textureNum)
f.TextureID = textures[textureNum];
else
f.TextureID = Primitive.TextureEntry.WHITE_TEXTURE;
Vector3 position = inner_instance_list["position"].AsVector3();
Vector3 scale = inner_instance_list["scale"].AsVector3();
Quaternion rotation = inner_instance_list["rotation"].AsQuaternion();
textureEntry.FaceTextures[face] = f;
}
pbs.TextureEntry = textureEntry.GetBytes();
int meshindx = inner_instance_list["mesh"].AsInteger();
if (meshAssets.Count > meshindx)
{
pbs.SculptEntry = true;
pbs.SculptType = (byte)SculptType.Mesh;
pbs.SculptTexture = meshAssets[meshindx]; // actual asset UUID after meshs suport introduction
// data will be requested from asset on rez (i hope)
}
Vector3 position = inner_instance_list["position"].AsVector3();
Vector3 scale = inner_instance_list["scale"].AsVector3();
Quaternion rotation = inner_instance_list["rotation"].AsQuaternion();
// no longer used - begin ------------------------
// int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger();
@ -793,23 +802,23 @@ namespace OpenSim.Region.ClientStack.Linden
// int owner_mask = permissions["owner_mask"].AsInteger();
// no longer used - end ------------------------
UUID owner_id = m_HostCapsObj.AgentID;
UUID owner_id = m_HostCapsObj.AgentID;
SceneObjectPart prim
= new SceneObjectPart(owner_id, pbs, position, Quaternion.Identity, Vector3.Zero);
SceneObjectPart prim
= new SceneObjectPart(owner_id, pbs, position, Quaternion.Identity, Vector3.Zero);
prim.Scale = scale;
prim.OffsetPosition = position;
rotations.Add(rotation);
positions.Add(position);
prim.UUID = UUID.Random();
prim.CreatorID = owner_id;
prim.OwnerID = owner_id;
prim.GroupID = UUID.Zero;
prim.LastOwnerID = prim.OwnerID;
prim.CreationDate = Util.UnixTimeSinceEpoch();
prim.Name = assetName;
prim.Description = "";
prim.Scale = scale;
prim.OffsetPosition = position;
rotations.Add(rotation);
positions.Add(position);
prim.UUID = UUID.Random();
prim.CreatorID = owner_id;
prim.OwnerID = owner_id;
prim.GroupID = UUID.Zero;
prim.LastOwnerID = prim.OwnerID;
prim.CreationDate = Util.UnixTimeSinceEpoch();
prim.Name = assetName;
prim.Description = "";
// prim.BaseMask = (uint)base_mask;
// prim.EveryoneMask = (uint)everyone_mask;
@ -817,32 +826,39 @@ namespace OpenSim.Region.ClientStack.Linden
// prim.NextOwnerMask = (uint)next_owner_mask;
// prim.OwnerMask = (uint)owner_mask;
if (grp == null)
grp = new SceneObjectGroup(prim);
else
grp.AddPart(prim);
if (grp == null)
grp = new SceneObjectGroup(prim);
else
grp.AddPart(prim);
}
// Fix first link number
if (grp.Parts.Length > 1)
grp.RootPart.LinkNum++;
Vector3 rootPos = positions[0];
grp.AbsolutePosition = rootPos;
for (int i = 0; i < positions.Count; i++)
{
Vector3 offset = positions[i] - rootPos;
grp.Parts[i].OffsetPosition = offset;
}
for (int i = 0; i < rotations.Count; i++)
{
if (i != 0)
grp.Parts[i].RotationOffset = rotations[i];
}
grp.UpdateGroupRotationR(rotations[0]);
data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp));
}
// Fix first link number
if (grp.Parts.Length > 1)
grp.RootPart.LinkNum++;
Vector3 rootPos = positions[0];
grp.AbsolutePosition = rootPos;
for (int i = 0; i < positions.Count; i++)
else // not a mesh model
{
Vector3 offset = positions[i] - rootPos;
grp.Parts[i].OffsetPosition = offset;
m_log.ErrorFormat("[CAPS Asset Upload] got unsuported assetType for object upload");
return;
}
for (int i = 0; i < rotations.Count; i++)
{
if (i != 0)
grp.Parts[i].RotationOffset = rotations[i];
}
grp.UpdateGroupRotationR(rotations[0]);
data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp));
}
AssetBase asset;

View File

@ -25,40 +25,67 @@ namespace OpenSim.Region.ClientStack.Linden
{
public class ModelCost
{
float ModelMinCost = 5.0f; // try to favor small meshs versus sculpts
// upload fee tunning paramenters
// fees are normalized to 1.0
// this parameters scale them to basic cost ( so 1.0 translates to 10 )
const float primCreationCost = 0.01f; // 256 prims cost extra 2.56
public float ModelMeshCostFactor = 1.0f; // scale total cost relative to basic (excluding textures)
public float ModelTextureCostFactor = 0.25f; //(2.5c$) scale textures fee to basic.
// promote integration in a model
// since they will not show up in inventory
public float ModelMinCostFactor = 0.5f; // minimum total model free excluding textures
// weigthed size to money convertion
const float bytecost = 1e-4f;
// itens costs in normalized values
// ie will be multiplied by basicCost and factors above
const float primCreationCost = 0.002f; // extra cost for each prim creation overhead
// weigthed size to normalized cost
const float bytecost = 1e-5f;
// for mesh upload fees based on compressed data sizes
// not using streaming physics and server costs as SL apparently does ??
// mesh upload fees based on compressed data sizes
// several data sections are counted more that once
// to promote user optimization
// following parameters control how many extra times they are added
// to global size.
// LOD meshs
const float medSizeWth = 1f; // 2x
const float lowSizeWth = 1.5f; // 2.5x
const float lowestSizeWth = 2f; // 3x
// favor potencial optimized meshs versus automatic decomposition
// favor potencially physical optimized meshs versus automatic decomposition
const float physMeshSizeWth = 6f; // counts 7x
const float physHullSizeWth = 8f; // counts 9x
const float physHullSizeWth = 8f; // counts 9x
// stream cost area factors
// more or less like SL
const float highLodFactor = 17.36f;
const float midLodFactor = 277.78f;
const float lowLodFactor = 1111.11f;
// physics cost is below, identical to SL, assuming shape type convex
// server cost is below identical to SL assuming non scripted non physical object
// internal
const int bytesPerCoord = 6; // 3 coords, 2 bytes per each
// storage for a single mesh asset cost parameters
private class ameshCostParam
{
// LOD sizes for size dependent streaming cost
public int highLODSize;
public int medLODSize;
public int lowLODSize;
public int lowestLODSize;
// normalized fee based on compressed data sizes
public float costFee;
// physics cost
public float physicsCost;
}
// calculates a mesh model costs
// returns false on error, with a reason on parameter error
// resources input LLSD request
// basicCost input region assets upload cost
// totalcost returns model total upload fee
// meshcostdata returns detailed costs for viewer
public bool MeshModelCost(LLSDAssetResource resources, int basicCost, out int totalcost, LLSDAssetUploadResponseData meshcostdata, out string error)
{
totalcost = 0;
@ -87,11 +114,12 @@ namespace OpenSim.Region.ClientStack.Linden
// textures cost
if (resources.texture_list != null && resources.texture_list.Array.Count > 0)
{
int textures_cost = resources.texture_list.Array.Count;
textures_cost *= basicCost;
float textures_cost = (float)(resources.texture_list.Array.Count * basicCost);
textures_cost *= ModelTextureCostFactor;
meshcostdata.upload_price_breakdown.texture = textures_cost;
totalcost += textures_cost;
itmp = (int)(textures_cost + 0.5f); // round
meshcostdata.upload_price_breakdown.texture = itmp;
totalcost += itmp;
}
// meshs assets cost
@ -176,12 +204,16 @@ namespace OpenSim.Region.ClientStack.Linden
if (meshcostdata.resource_cost < meshcostdata.simulation_cost)
meshcostdata.resource_cost = meshcostdata.simulation_cost;
// scale cost
// at this point a cost of 1.0 whould mean basic cost
meshsfee *= ModelMeshCostFactor;
if (meshsfee < ModelMinCost)
meshsfee = ModelMinCost;
if (meshsfee < ModelMinCostFactor)
meshsfee = ModelMinCostFactor;
// actually scale it to basic cost
meshsfee *= (float)basicCost;
// scale cost with basic cost changes relative to 10
meshsfee *= (float)basicCost / 10.0f;
meshsfee += 0.5f; // rounding
totalcost += (int)meshsfee;
@ -192,6 +224,7 @@ namespace OpenSim.Region.ClientStack.Linden
return true;
}
// single mesh asset cost
private bool MeshCost(byte[] data, ameshCostParam cost, out string error)
{
cost.highLODSize = 0;
@ -377,6 +410,7 @@ namespace OpenSim.Region.ClientStack.Linden
return true;
}
// parses a LOD or physics mesh component
private bool submesh(byte[] data, int offset, int size, out int ntriangles)
{
ntriangles = 0;
@ -443,6 +477,7 @@ namespace OpenSim.Region.ClientStack.Linden
return true;
}
// parses convex hulls component
private bool hulls(byte[] data, int offset, int size, out int nvertices, out int nhulls)
{
nvertices = 0;
@ -512,6 +547,7 @@ namespace OpenSim.Region.ClientStack.Linden
return true;
}
// returns streaming cost from on mesh LODs sizes in curCost and square of prim size length
private float streamingCost(ameshCostParam curCost, float sqdiam)
{
// compute efective areas
@ -571,7 +607,6 @@ namespace OpenSim.Region.ClientStack.Linden
h = 16;
// compute cost weighted by relative effective areas
float cost = (float)lst * mlst + (float)l * ml + (float)m * mm + (float)h * mh;
cost /= ma;