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
parent
ac2380bbfa
commit
51ca84afdf
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
Loading…
Reference in New Issue