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