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 bool m_dumpAssetsToFile = false;
private string m_regionName; private string m_regionName;
private int m_levelUpload = 0; private int m_levelUpload = 0;
private bool m_addNewTextures = false; // private bool m_addNewTextures = false;
private bool m_addNewMeshes = false; // private bool m_addNewMeshes = false;
public BunchOfCaps(Scene scene, Caps caps) public BunchOfCaps(Scene scene, Caps caps)
{ {
@ -607,6 +607,8 @@ namespace OpenSim.Region.ClientStack.Linden
} }
} }
else if (inventoryType == "object") else if (inventoryType == "object")
{
if (assetType == "mesh") // this code for now is for mesh models uploads only
{ {
inType = (sbyte)InventoryType.Object; inType = (sbyte)InventoryType.Object;
assType = (sbyte)AssetType.Object; assType = (sbyte)AssetType.Object;
@ -627,6 +629,10 @@ namespace OpenSim.Region.ClientStack.Linden
textureAsset.Data = texture_list[i].AsBinary(); textureAsset.Data = texture_list[i].AsBinary();
m_assetService.Store(textureAsset); m_assetService.Store(textureAsset);
textures.Add(textureAsset.FullID); 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 // save it to inventory
if (m_addNewTextures && AddNewInventoryItem != null) if (m_addNewTextures && AddNewInventoryItem != null)
@ -660,9 +666,8 @@ namespace OpenSim.Region.ClientStack.Linden
AddNewInventoryItem(m_HostCapsObj.AgentID, texitem, 0); AddNewInventoryItem(m_HostCapsObj.AgentID, texitem, 0);
texitem = null; texitem = null;
} }
*/
textureAsset = null; textureAsset = null;
} }
// create and store meshs assets // create and store meshs assets
@ -674,6 +679,10 @@ namespace OpenSim.Region.ClientStack.Linden
m_assetService.Store(meshAsset); m_assetService.Store(meshAsset);
meshAssets.Add(meshAsset.FullID); meshAssets.Add(meshAsset.FullID);
/* 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 // save it to inventory
if (m_addNewMeshes && AddNewInventoryItem != null) if (m_addNewMeshes && AddNewInventoryItem != null)
{ {
@ -706,7 +715,7 @@ namespace OpenSim.Region.ClientStack.Linden
AddNewInventoryItem(m_HostCapsObj.AgentID, meshitem, 0); AddNewInventoryItem(m_HostCapsObj.AgentID, meshitem, 0);
meshitem = null; meshitem = null;
} }
*/
meshAsset = null; meshAsset = null;
} }
@ -845,6 +854,13 @@ namespace OpenSim.Region.ClientStack.Linden
data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp)); data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp));
} }
else // not a mesh model
{
m_log.ErrorFormat("[CAPS Asset Upload] got unsuported assetType for object upload");
return;
}
}
AssetBase asset; AssetBase asset;
asset = new AssetBase(assetID, assetName, assType, m_HostCapsObj.AgentID.ToString()); asset = new AssetBase(assetID, assetName, assType, m_HostCapsObj.AgentID.ToString());
asset.Data = data; asset.Data = data;

View File

@ -25,40 +25,67 @@ namespace OpenSim.Region.ClientStack.Linden
{ {
public class ModelCost 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 // itens costs in normalized values
const float bytecost = 1e-4f; // ie will be multiplied by basicCost and factors above
const float primCreationCost = 0.002f; // extra cost for each prim creation overhead
// for mesh upload fees based on compressed data sizes // weigthed size to normalized cost
// not using streaming physics and server costs as SL apparently does ?? const float bytecost = 1e-5f;
// 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 medSizeWth = 1f; // 2x
const float lowSizeWth = 1.5f; // 2.5x const float lowSizeWth = 1.5f; // 2.5x
const float lowestSizeWth = 2f; // 3x 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 physMeshSizeWth = 6f; // counts 7x
const float physHullSizeWth = 8f; // counts 9x const float physHullSizeWth = 8f; // counts 9x
// stream cost area factors // stream cost area factors
// more or less like SL
const float highLodFactor = 17.36f; const float highLodFactor = 17.36f;
const float midLodFactor = 277.78f; const float midLodFactor = 277.78f;
const float lowLodFactor = 1111.11f; 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 const int bytesPerCoord = 6; // 3 coords, 2 bytes per each
// storage for a single mesh asset cost parameters
private class ameshCostParam private class ameshCostParam
{ {
// LOD sizes for size dependent streaming cost
public int highLODSize; public int highLODSize;
public int medLODSize; public int medLODSize;
public int lowLODSize; public int lowLODSize;
public int lowestLODSize; public int lowestLODSize;
// normalized fee based on compressed data sizes
public float costFee; public float costFee;
// physics cost
public float physicsCost; 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) public bool MeshModelCost(LLSDAssetResource resources, int basicCost, out int totalcost, LLSDAssetUploadResponseData meshcostdata, out string error)
{ {
totalcost = 0; totalcost = 0;
@ -87,11 +114,12 @@ namespace OpenSim.Region.ClientStack.Linden
// textures cost // textures cost
if (resources.texture_list != null && resources.texture_list.Array.Count > 0) if (resources.texture_list != null && resources.texture_list.Array.Count > 0)
{ {
int textures_cost = resources.texture_list.Array.Count; float textures_cost = (float)(resources.texture_list.Array.Count * basicCost);
textures_cost *= basicCost; textures_cost *= ModelTextureCostFactor;
meshcostdata.upload_price_breakdown.texture = textures_cost; itmp = (int)(textures_cost + 0.5f); // round
totalcost += textures_cost; meshcostdata.upload_price_breakdown.texture = itmp;
totalcost += itmp;
} }
// meshs assets cost // meshs assets cost
@ -176,12 +204,16 @@ namespace OpenSim.Region.ClientStack.Linden
if (meshcostdata.resource_cost < meshcostdata.simulation_cost) if (meshcostdata.resource_cost < meshcostdata.simulation_cost)
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) if (meshsfee < ModelMinCostFactor)
meshsfee = ModelMinCost; 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 meshsfee += 0.5f; // rounding
totalcost += (int)meshsfee; totalcost += (int)meshsfee;
@ -192,6 +224,7 @@ namespace OpenSim.Region.ClientStack.Linden
return true; return true;
} }
// single mesh asset cost
private bool MeshCost(byte[] data, ameshCostParam cost, out string error) private bool MeshCost(byte[] data, ameshCostParam cost, out string error)
{ {
cost.highLODSize = 0; cost.highLODSize = 0;
@ -377,6 +410,7 @@ namespace OpenSim.Region.ClientStack.Linden
return true; return true;
} }
// parses a LOD or physics mesh component
private bool submesh(byte[] data, int offset, int size, out int ntriangles) private bool submesh(byte[] data, int offset, int size, out int ntriangles)
{ {
ntriangles = 0; ntriangles = 0;
@ -443,6 +477,7 @@ namespace OpenSim.Region.ClientStack.Linden
return true; return true;
} }
// parses convex hulls component
private bool hulls(byte[] data, int offset, int size, out int nvertices, out int nhulls) private bool hulls(byte[] data, int offset, int size, out int nvertices, out int nhulls)
{ {
nvertices = 0; nvertices = 0;
@ -512,6 +547,7 @@ namespace OpenSim.Region.ClientStack.Linden
return true; 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) private float streamingCost(ameshCostParam curCost, float sqdiam)
{ {
// compute efective areas // compute efective areas
@ -571,7 +607,6 @@ namespace OpenSim.Region.ClientStack.Linden
h = 16; h = 16;
// compute cost weighted by relative effective areas // compute cost weighted by relative effective areas
float cost = (float)lst * mlst + (float)l * ml + (float)m * mm + (float)h * mh; float cost = (float)lst * mlst + (float)l * ml + (float)m * mm + (float)h * mh;
cost /= ma; cost /= ma;