Fix model upload rotations and offsets ( i hope )
parent
5317b1053f
commit
bf987f96d2
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@ -128,9 +128,6 @@ namespace OpenSim.Region.ClientStack.Linden
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}
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private FileAgentInventoryState m_FileAgentInventoryState = FileAgentInventoryState.idle;
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// private bool m_addNewTextures = false;
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// private bool m_addNewMeshes = false;
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public BunchOfCaps(Scene scene, Caps caps)
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{
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m_Scene = scene;
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@ -641,6 +638,7 @@ namespace OpenSim.Region.ClientStack.Linden
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}
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}
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// strings to types
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if (inventoryType == "sound")
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{
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inType = (sbyte)InventoryType.Sound;
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@ -687,45 +685,6 @@ namespace OpenSim.Region.ClientStack.Linden
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textureAsset.Data = texture_list[i].AsBinary();
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m_assetService.Store(textureAsset);
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textures.Add(textureAsset.FullID);
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/*
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don't do this
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replace it by optionaly making model textures cost less than if individually uploaded
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since they can't be used for other purpuses
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// save it to inventory
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if (m_addNewTextures && 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 += "_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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// If we set PermissionMask.All then when we rez the item the next permissions will replace the current
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// (owner) permissions. This becomes a problem if next permissions are changed.
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texitem.CurrentPermissions
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= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
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texitem.BasePermissions = (uint)PermissionMask.All;
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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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// create and store meshs assets
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@ -736,47 +695,9 @@ namespace OpenSim.Region.ClientStack.Linden
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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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/* this was a test, funny and showed viewers deal with mesh inventory itens
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* nut also same reason as for textures
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* let integrated in a model cost eventually less than hipotetical independent meshs assets
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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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// If we set PermissionMask.All then when we rez the item the next permissions will replace the current
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// (owner) permissions. This becomes a problem if next permissions are changed.
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meshitem.CurrentPermissions
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= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
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meshitem.BasePermissions = (uint)PermissionMask.All;
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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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int skipedMeshs = 0;
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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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@ -784,9 +705,12 @@ namespace OpenSim.Region.ClientStack.Linden
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// skip prims that are 2 small
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Vector3 scale = inner_instance_list["scale"].AsVector3();
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if (scale.X < m_PrimScaleMin || scale.Y < m_PrimScaleMin || scale.Z < m_PrimScaleMin)
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{
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skipedMeshs++;
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continue;
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}
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PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox();
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@ -836,21 +760,33 @@ namespace OpenSim.Region.ClientStack.Linden
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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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bool hasmesh = false;
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if (inner_instance_list.ContainsKey("mesh")) // seems to happen always but ...
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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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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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hasmesh = true;
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}
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}
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Vector3 position = inner_instance_list["position"].AsVector3();
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Quaternion rotation = inner_instance_list["rotation"].AsQuaternion();
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// for now viwers do send fixed defaults
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// but this may change
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// int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger();
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byte physicsShapeType = (byte)PhysShapeType.prim; // default for mesh is simple convex
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if(hasmesh)
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physicsShapeType = (byte) PhysShapeType.convex; // default for mesh is simple convex
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// int material = inner_instance_list["material"].AsInteger();
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byte material = (byte)Material.Wood;
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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 material = inner_instance_list["material"].AsInteger();
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// int mesh = inner_instance_list["mesh"].AsInteger();
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// OSDMap permissions = (OSDMap)inner_instance_list["permissions"];
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@ -872,7 +808,7 @@ namespace OpenSim.Region.ClientStack.Linden
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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.OffsetPosition = position;
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// prim.OffsetPosition = position;
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rotations.Add(rotation);
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positions.Add(position);
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prim.UUID = UUID.Random();
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@ -883,6 +819,8 @@ namespace OpenSim.Region.ClientStack.Linden
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prim.CreationDate = Util.UnixTimeSinceEpoch();
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prim.Name = assetName;
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prim.Description = "";
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prim.Material = material;
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prim.PhysicsShapeType = physicsShapeType;
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// prim.BaseMask = (uint)base_mask;
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// prim.EveryoneMask = (uint)everyone_mask;
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@ -896,25 +834,40 @@ namespace OpenSim.Region.ClientStack.Linden
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grp.AddPart(prim);
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}
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// Fix first link number
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Vector3 rootPos = positions[0];
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if (grp.Parts.Length > 1)
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{
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// Fix first link number
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grp.RootPart.LinkNum++;
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Vector3 rootPos = positions[0];
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grp.AbsolutePosition = rootPos;
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for (int i = 0; i < positions.Count; i++)
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Quaternion rootRotConj = Quaternion.Conjugate(rotations[0]);
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Quaternion tmprot;
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Vector3 offset;
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// fix children rotations and positions
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for (int i = 1; i < rotations.Count; i++)
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{
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tmprot = rotations[i];
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tmprot = rootRotConj * tmprot;
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grp.Parts[i].RotationOffset = tmprot;
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offset = positions[i] - rootPos;
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offset *= rootRotConj;
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grp.Parts[i].OffsetPosition = offset;
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}
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grp.AbsolutePosition = rootPos;
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grp.UpdateGroupRotationR(rotations[0]);
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}
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else
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{
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Vector3 offset = positions[i] - rootPos;
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grp.Parts[i].OffsetPosition = offset;
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grp.AbsolutePosition = rootPos;
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grp.UpdateGroupRotationR(rotations[0]);
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}
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for (int i = 0; i < rotations.Count; i++)
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{
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if (i != 0)
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grp.Parts[i].RotationOffset = rotations[i];
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}
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grp.UpdateGroupRotationR(rotations[0]);
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data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp));
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}
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