on upload store mesh list contents as mesh assets. Build prims by instances not

meshs. (some prims can have same mesh)
avinationmerge
UbitUmarov 2012-09-17 21:15:07 +01:00
parent c3666c9ec3
commit c1eec3b828
1 changed files with 23 additions and 8 deletions

View File

@ -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<UUID> textures = new List<UUID>();
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<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);
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);
int meshindx = inner_instance_list["mesh"].AsInteger();
if (meshAssets.Count > meshindx)
{
pbs.SculptEntry = true;
pbs.SculptTexture = meshAsset.FullID;
pbs.SculptType = (byte)SculptType.Mesh;
pbs.SculptData = meshAsset.Data;
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();