From c1eec3b82818f91f66580cecc32c2ac9a9d2d968 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Mon, 17 Sep 2012 21:15:07 +0100 Subject: [PATCH] on upload store mesh list contents as mesh assets. Build prims by instances not meshs. (some prims can have same mesh) --- .../Linden/Caps/BunchOfCaps/BunchOfCaps.cs | 31 ++++++++++++++----- 1 file changed, 23 insertions(+), 8 deletions(-) diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index 4ba8254352..ace188c29e 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs @@ -617,6 +617,7 @@ namespace OpenSim.Region.ClientStack.Linden OSDArray texture_list = (OSDArray)request["texture_list"]; SceneObjectGroup grp = null; + // create and store texture assets List textures = new List(); for (int i = 0; i < texture_list.Count; i++) { @@ -624,14 +625,28 @@ namespace OpenSim.Region.ClientStack.Linden textureAsset.Data = texture_list[i].AsBinary(); m_assetService.Store(textureAsset); textures.Add(textureAsset.FullID); + textureAsset = null; } + // create and store meshs assets + List meshAssets = new List(); 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); + 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"]; @@ -676,14 +691,14 @@ namespace OpenSim.Region.ClientStack.Linden pbs.TextureEntry = textureEntry.GetBytes(); - AssetBase meshAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Mesh, ""); - meshAsset.Data = mesh_list[i].AsBinary(); - m_assetService.Store(meshAsset); - - pbs.SculptEntry = true; - pbs.SculptTexture = meshAsset.FullID; - pbs.SculptType = (byte)SculptType.Mesh; - pbs.SculptData = meshAsset.Data; + 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();