Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
commit
e48ac93803
|
@ -303,15 +303,19 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
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{
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case "UUID":
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xtr.ReadStartElement("UUID");
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uuid = UUID.Parse(xtr.ReadElementString("Guid"));
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xtr.ReadEndElement();
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try
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{
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uuid = UUID.Parse(xtr.ReadElementString("UUID"));
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xtr.ReadEndElement();
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}
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catch { } // ignore everything but <UUID><UUID>...</UUID></UUID>
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break;
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case "Name":
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name = xtr.ReadElementContentAsString();
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break;
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case "CreatorID":
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xtr.ReadStartElement("CreatorID");
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creatorId = UUID.Parse(xtr.ReadElementString("Guid"));
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creatorId = UUID.Parse(xtr.ReadElementString("UUID"));
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xtr.ReadEndElement();
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break;
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}
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@ -39,6 +39,7 @@ using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes.Scripting;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Framework.Scenes
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@ -118,40 +119,36 @@ namespace OpenSim.Region.Framework.Scenes
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/// <value>
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/// Is this sop a root part?
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/// </value>
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[XmlIgnore]
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public bool IsRoot
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{
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get { return ParentGroup.RootPart == this; }
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}
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// use only one serializer to give the runtime a chance to optimize it (it won't do that if you
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// use a new instance every time)
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private static XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
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#region Fields
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public bool AllowedDrop;
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[XmlIgnore]
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public bool DIE_AT_EDGE;
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[XmlIgnore]
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public bool RETURN_AT_EDGE;
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[XmlIgnore]
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public bool BlockGrab;
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[XmlIgnore]
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public bool StatusSandbox;
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[XmlIgnore]
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public Vector3 StatusSandboxPos;
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// TODO: This needs to be persisted in next XML version update!
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[XmlIgnore]
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public readonly int[] PayPrice = {-2,-2,-2,-2,-2};
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[XmlIgnore]
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public PhysicsActor PhysActor
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{
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get { return m_physActor; }
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|
@ -166,43 +163,43 @@ namespace OpenSim.Region.Framework.Scenes
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// Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
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// Not a big problem as long as the script that sets it remains in the prim on startup.
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// for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
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[XmlIgnore]
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public UUID Sound;
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[XmlIgnore]
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public byte SoundFlags;
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[XmlIgnore]
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public double SoundGain;
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[XmlIgnore]
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public double SoundRadius;
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[XmlIgnore]
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public uint TimeStampFull;
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|
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[XmlIgnore]
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|
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public uint TimeStampLastActivity; // Will be used for AutoReturn
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[XmlIgnore]
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|
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public uint TimeStampTerse;
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|
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[XmlIgnore]
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||||
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public UUID FromItemID;
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|
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[XmlIgnore]
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public UUID FromFolderID;
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[XmlIgnore]
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|
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public int STATUS_ROTATE_X;
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[XmlIgnore]
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public int STATUS_ROTATE_Y;
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|
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[XmlIgnore]
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|
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public int STATUS_ROTATE_Z;
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|
||||
[XmlIgnore]
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||||
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private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
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|
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/// <value>
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|
@ -211,68 +208,68 @@ namespace OpenSim.Region.Framework.Scenes
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/// </value>
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private UUID m_fromUserInventoryItemID;
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[XmlIgnore]
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|
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public UUID FromUserInventoryItemID
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{
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get { return m_fromUserInventoryItemID; }
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}
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[XmlIgnore]
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public bool IsAttachment;
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[XmlIgnore]
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|
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public scriptEvents AggregateScriptEvents;
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[XmlIgnore]
|
||||
|
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public UUID AttachedAvatar;
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|
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[XmlIgnore]
|
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public Vector3 AttachedPos;
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|
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[XmlIgnore]
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public uint AttachmentPoint;
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|
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[XmlIgnore]
|
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|
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public Vector3 RotationAxis = Vector3.One;
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|
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[XmlIgnore]
|
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|
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public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
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// Certainly this must be a persistant setting finally
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[XmlIgnore]
|
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|
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public bool IsWaitingForFirstSpinUpdatePacket;
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|
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[XmlIgnore]
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|
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public Quaternion SpinOldOrientation = Quaternion.Identity;
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[XmlIgnore]
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public Quaternion m_APIDTarget = Quaternion.Identity;
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|
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[XmlIgnore]
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public float m_APIDDamp = 0;
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[XmlIgnore]
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public float m_APIDStrength = 0;
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|
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/// <summary>
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/// This part's inventory
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/// </summary>
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[XmlIgnore]
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public IEntityInventory Inventory
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{
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get { return m_inventory; }
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}
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protected SceneObjectPartInventory m_inventory;
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[XmlIgnore]
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public bool Undoing;
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[XmlIgnore]
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public bool IgnoreUndoUpdate = false;
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[XmlIgnore]
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private PrimFlags LocalFlags;
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[XmlIgnore]
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private float m_damage = -1.0f;
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private byte[] m_TextureAnimation;
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private byte m_clickAction;
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|
@ -280,9 +277,9 @@ namespace OpenSim.Region.Framework.Scenes
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private string m_description = String.Empty;
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private readonly List<uint> m_lastColliders = new List<uint>();
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private int m_linkNum;
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[XmlIgnore]
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private int m_scriptAccessPin;
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[XmlIgnore]
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private readonly Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
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private string m_sitName = String.Empty;
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private Quaternion m_sitTargetOrientation = Quaternion.Identity;
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|
@ -548,7 +545,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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||||
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[XmlIgnore]
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public Dictionary<int, string> CollisionFilter
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{
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get { return m_CollisionFilter; }
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|
@ -558,21 +555,21 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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[XmlIgnore]
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public Quaternion APIDTarget
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{
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get { return m_APIDTarget; }
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set { m_APIDTarget = value; }
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}
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||||
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[XmlIgnore]
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||||
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public float APIDDamp
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{
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get { return m_APIDDamp; }
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set { m_APIDDamp = value; }
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}
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[XmlIgnore]
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public float APIDStrength
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{
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get { return m_APIDStrength; }
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|
@ -618,35 +615,35 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_LoopSoundSlavePrims = value; }
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}
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[XmlIgnore]
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||||
public Byte[] TextureAnimation
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{
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get { return m_TextureAnimation; }
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set { m_TextureAnimation = value; }
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}
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|
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[XmlIgnore]
|
||||
|
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public Byte[] ParticleSystem
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{
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get { return m_particleSystem; }
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set { m_particleSystem = value; }
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}
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|
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[XmlIgnore]
|
||||
|
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public DateTime Expires
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{
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get { return m_expires; }
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set { m_expires = value; }
|
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}
|
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|
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[XmlIgnore]
|
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|
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public DateTime Rezzed
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{
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get { return m_rezzed; }
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set { m_rezzed = value; }
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}
|
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|
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[XmlIgnore]
|
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public float Damage
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{
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get { return m_damage; }
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|
@ -1019,7 +1016,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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[XmlIgnore]
|
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public bool CreateSelected
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{
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get { return m_createSelected; }
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|
@ -1201,14 +1198,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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[XmlIgnore]
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public UUID SitTargetAvatar
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{
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get { return m_sitTargetAvatar; }
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set { m_sitTargetAvatar = value; }
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}
|
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|
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[XmlIgnore]
|
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public virtual UUID RegionID
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{
|
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get
|
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|
@ -1222,7 +1219,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
|
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|
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private UUID _parentUUID = UUID.Zero;
|
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[XmlIgnore]
|
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|
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public UUID ParentUUID
|
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{
|
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get
|
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|
@ -1236,7 +1233,7 @@ namespace OpenSim.Region.Framework.Scenes
|
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set { _parentUUID = value; }
|
||||
}
|
||||
|
||||
[XmlIgnore]
|
||||
|
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public string SitAnimation
|
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{
|
||||
get { return m_sitAnimation; }
|
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|
@ -1850,7 +1847,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
/// <param name="xmlReader"></param>
|
||||
/// <returns></returns>
|
||||
public static SceneObjectPart FromXml(XmlReader xmlReader)
|
||||
public static SceneObjectPart FromXml(XmlTextReader xmlReader)
|
||||
{
|
||||
return FromXml(UUID.Zero, xmlReader);
|
||||
}
|
||||
|
@ -1861,9 +1858,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="fromUserInventoryItemId">The inventory id from which this part came, if applicable</param>
|
||||
/// <param name="xmlReader"></param>
|
||||
/// <returns></returns>
|
||||
public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlReader xmlReader)
|
||||
public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlTextReader xmlReader)
|
||||
{
|
||||
SceneObjectPart part = (SceneObjectPart)serializer.Deserialize(xmlReader);
|
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SceneObjectPart part = SceneObjectSerializer.Xml2ToSOP(xmlReader);
|
||||
part.m_fromUserInventoryItemID = fromUserInventoryItemId;
|
||||
|
||||
// for tempOnRez objects, we have to fix the Expire date.
|
||||
|
@ -4058,9 +4055,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Serialize this part to xml.
|
||||
/// </summary>
|
||||
/// <param name="xmlWriter"></param>
|
||||
public void ToXml(XmlWriter xmlWriter)
|
||||
public void ToXml(XmlTextWriter xmlWriter)
|
||||
{
|
||||
serializer.Serialize(xmlWriter, this);
|
||||
SceneObjectSerializer.SOPToXml2(xmlWriter, this, new Dictionary<string, object>());
|
||||
}
|
||||
|
||||
public void TriggerScriptChangedEvent(Changed val)
|
||||
|
|
|
@ -67,14 +67,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
//m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
|
||||
//int time = System.Environment.TickCount;
|
||||
|
||||
// libomv.types changes UUID to Guid
|
||||
xmlData = xmlData.Replace("<UUID>", "<Guid>");
|
||||
xmlData = xmlData.Replace("</UUID>", "</Guid>");
|
||||
|
||||
// Handle Nested <UUID><UUID> property
|
||||
xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>");
|
||||
xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>");
|
||||
|
||||
try
|
||||
{
|
||||
StringReader sr;
|
||||
|
@ -126,6 +118,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Serialize a scene object to the original xml format
|
||||
/// </summary>
|
||||
|
@ -156,7 +149,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
|
||||
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
|
||||
writer.WriteStartElement(String.Empty, "RootPart", String.Empty);
|
||||
ToOriginalXmlFormat(sceneObject.RootPart, writer);
|
||||
ToXmlFormat(sceneObject.RootPart, writer);
|
||||
writer.WriteEndElement();
|
||||
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
|
||||
|
||||
|
@ -167,7 +160,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
if (part.UUID != sceneObject.RootPart.UUID)
|
||||
{
|
||||
writer.WriteStartElement(String.Empty, "Part", String.Empty);
|
||||
ToOriginalXmlFormat(part, writer);
|
||||
ToXmlFormat(part, writer);
|
||||
writer.WriteEndElement();
|
||||
}
|
||||
}
|
||||
|
@ -179,9 +172,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
//m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time);
|
||||
}
|
||||
|
||||
protected static void ToOriginalXmlFormat(SceneObjectPart part, XmlTextWriter writer)
|
||||
protected static void ToXmlFormat(SceneObjectPart part, XmlTextWriter writer)
|
||||
{
|
||||
part.ToXml(writer);
|
||||
SOPToXml2(writer, part, new Dictionary<string, object>());
|
||||
}
|
||||
|
||||
public static SceneObjectGroup FromXml2Format(string xmlData)
|
||||
|
@ -189,14 +182,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
//m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
|
||||
//int time = System.Environment.TickCount;
|
||||
|
||||
// libomv.types changes UUID to Guid
|
||||
xmlData = xmlData.Replace("<UUID>", "<Guid>");
|
||||
xmlData = xmlData.Replace("</UUID>", "</Guid>");
|
||||
|
||||
// Handle Nested <UUID><UUID> property
|
||||
xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>");
|
||||
xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>");
|
||||
|
||||
try
|
||||
{
|
||||
XmlDocument doc = new XmlDocument();
|
||||
|
@ -261,41 +246,13 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
{
|
||||
using (XmlTextWriter writer = new XmlTextWriter(sw))
|
||||
{
|
||||
ToXml2Format(sceneObject, writer);
|
||||
SOGToXml2(writer, sceneObject, new Dictionary<string,object>());
|
||||
}
|
||||
|
||||
return sw.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialize a scene object to the 'xml2' format.
|
||||
/// </summary>
|
||||
/// <param name="sceneObject"></param>
|
||||
/// <returns></returns>
|
||||
public static void ToXml2Format(SceneObjectGroup sceneObject, XmlTextWriter writer)
|
||||
{
|
||||
//m_log.DebugFormat("[SERIALIZER]: Starting serialization of SOG {0} to XML2", Name);
|
||||
//int time = System.Environment.TickCount;
|
||||
|
||||
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
|
||||
sceneObject.RootPart.ToXml(writer);
|
||||
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
|
||||
|
||||
SceneObjectPart[] parts = sceneObject.Parts;
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
if (part.UUID != sceneObject.RootPart.UUID)
|
||||
part.ToXml(writer);
|
||||
}
|
||||
|
||||
writer.WriteEndElement(); // End of OtherParts
|
||||
sceneObject.SaveScriptedState(writer);
|
||||
writer.WriteEndElement(); // End of SceneObjectGroup
|
||||
|
||||
//m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0} to XML2, {1}ms", Name, System.Environment.TickCount - time);
|
||||
}
|
||||
|
||||
#region manual serialization
|
||||
|
||||
|
@ -386,6 +343,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
m_TaskInventoryXmlProcessors.Add("PermsGranter", ProcessTIPermsGranter);
|
||||
m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
|
||||
m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
|
||||
m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
|
||||
|
||||
#endregion
|
||||
|
||||
#region ShapeXmlProcessors initialization
|
||||
|
@ -817,6 +776,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
item.Type = reader.ReadElementContentAsInt("Type", String.Empty);
|
||||
}
|
||||
|
||||
private static void ProcessTIOwnerChanged(TaskInventoryItem item, XmlTextReader reader)
|
||||
{
|
||||
item.OwnerChanged = reader.ReadElementContentAsBoolean("OwnerChanged", String.Empty);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ShapeXmlProcessors
|
||||
|
@ -1078,20 +1042,20 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
public static void SOGToXml2(XmlTextWriter writer, SceneObjectGroup sog, Dictionary<string, object>options)
|
||||
{
|
||||
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
|
||||
SOPToXml2(writer, sog.RootPart, null, options);
|
||||
SOPToXml2(writer, sog.RootPart, options);
|
||||
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
|
||||
|
||||
sog.ForEachPart(delegate(SceneObjectPart sop)
|
||||
{
|
||||
if (sop.UUID != sog.RootPart.UUID)
|
||||
SOPToXml2(writer, sop, sog.RootPart, options);
|
||||
SOPToXml2(writer, sop, options);
|
||||
});
|
||||
|
||||
writer.WriteEndElement();
|
||||
writer.WriteEndElement();
|
||||
}
|
||||
|
||||
static void SOPToXml2(XmlTextWriter writer, SceneObjectPart sop, SceneObjectPart parent, Dictionary<string, object> options)
|
||||
public static void SOPToXml2(XmlTextWriter writer, SceneObjectPart sop, Dictionary<string, object> options)
|
||||
{
|
||||
writer.WriteStartElement("SceneObjectPart");
|
||||
writer.WriteAttributeString("xmlns:xsi", "http://www.w3.org/2001/XMLSchema-instance");
|
||||
|
@ -1229,6 +1193,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
WriteUUID(writer, "PermsGranter", item.PermsGranter, options);
|
||||
writer.WriteElementString("PermsMask", item.PermsMask.ToString());
|
||||
writer.WriteElementString("Type", item.Type.ToString());
|
||||
writer.WriteElementString("OwnerChanged", item.OwnerChanged.ToString().ToLower());
|
||||
|
||||
writer.WriteEndElement(); // TaskInventoryItem
|
||||
}
|
||||
|
@ -1398,7 +1363,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
}
|
||||
else
|
||||
{
|
||||
//m_log.DebugFormat("[SceneObjectSerializer]: caught unknown element {0}", nodeName);
|
||||
m_log.DebugFormat("[SceneObjectSerializer]: caught unknown element {0}", nodeName);
|
||||
reader.ReadOuterXml(); // ignore
|
||||
}
|
||||
|
||||
|
|
|
@ -40,6 +40,7 @@ using log4net;
|
|||
using Nini.Config;
|
||||
using System.Reflection;
|
||||
using System.IO;
|
||||
using ComponentAce.Compression.Libs.zlib;
|
||||
|
||||
namespace OpenSim.Region.Physics.Meshing
|
||||
{
|
||||
|
@ -74,6 +75,7 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
|
||||
private bool cacheSculptMaps = true;
|
||||
private string decodedSculptMapPath = null;
|
||||
private bool useMeshiesPhysicsMesh = false;
|
||||
|
||||
private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
|
||||
|
||||
|
@ -85,6 +87,7 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
|
||||
decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
|
||||
cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
|
||||
useMeshiesPhysicsMesh = start_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
|
||||
|
||||
try
|
||||
{
|
||||
|
@ -268,73 +271,113 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
{
|
||||
if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
|
||||
{
|
||||
// add code for mesh physics proxy generation here
|
||||
m_log.Debug("[MESH]: mesh proxy generation not implemented yet ");
|
||||
if (!useMeshiesPhysicsMesh)
|
||||
return null;
|
||||
|
||||
m_log.Debug("[MESH]: experimental mesh proxy generation");
|
||||
|
||||
OSD meshOsd;
|
||||
|
||||
if (primShape.SculptData.Length > 0)
|
||||
{
|
||||
|
||||
|
||||
m_log.Debug("[MESH]: asset data length: " + primShape.SculptData.Length.ToString());
|
||||
byte[] header = Util.StringToBytes256("<? LLSD/Binary ?>");
|
||||
|
||||
////dump to debugging file
|
||||
//string filename = System.IO.Path.Combine(decodedSculptMapPath, "mesh_" + primShape.SculptTexture.ToString());
|
||||
//BinaryWriter writer = new BinaryWriter(File.Open(filename, FileMode.Create));
|
||||
//writer.Write(primShape.SculptData);
|
||||
//writer.Close();
|
||||
|
||||
}
|
||||
else
|
||||
if (primShape.SculptData.Length <= 0)
|
||||
{
|
||||
m_log.Error("[MESH]: asset data is zero length");
|
||||
return null;
|
||||
}
|
||||
|
||||
try
|
||||
long start = 0;
|
||||
using (MemoryStream data = new MemoryStream(primShape.SculptData))
|
||||
{
|
||||
meshOsd = OSDParser.DeserializeLLSDBinary(primShape.SculptData, true);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error("[MESH]: exception decoding mesh asset: " + e.ToString());
|
||||
return null;
|
||||
meshOsd = (OSDMap)OSDParser.DeserializeLLSDBinary(data, true);
|
||||
start = data.Position;
|
||||
}
|
||||
|
||||
if (meshOsd is OSDMap)
|
||||
{
|
||||
OSDMap map = (OSDMap)meshOsd;
|
||||
//foreach (string name in map.Keys)
|
||||
// m_log.Debug("[MESH]: key:" + name + " value:" + map[name].AsString());
|
||||
OSDMap physicsParms = (OSDMap)map["physics_shape"];
|
||||
int physOffset = physicsParms["offset"].AsInteger();
|
||||
int physOffset = physicsParms["offset"].AsInteger() + (int)start;
|
||||
int physSize = physicsParms["size"].AsInteger();
|
||||
|
||||
if (physOffset < 0 || physSize == 0)
|
||||
return null; // no mesh data in asset
|
||||
|
||||
m_log.Debug("[MESH]: physOffset:" + physOffset.ToString() + " physSize:" + physSize.ToString());
|
||||
//MemoryStream ms = new MemoryStream(primShape.SculptData, physOffset, physSize);
|
||||
//GZipStream gzStream = new GZipStream(ms, CompressionMode.Decompress);
|
||||
|
||||
//int maxSize = physSize * 5; // arbitrary guess
|
||||
//byte[] readBuffer = new byte[maxSize];
|
||||
OSD decodedMeshOsd = new OSD();
|
||||
byte[] meshBytes = new byte[physSize];
|
||||
System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
|
||||
byte[] decompressed = new byte[physSize * 5];
|
||||
try
|
||||
{
|
||||
using (MemoryStream inMs = new MemoryStream(meshBytes))
|
||||
{
|
||||
using (MemoryStream outMs = new MemoryStream())
|
||||
{
|
||||
using (ZOutputStream zOut = new ZOutputStream(outMs))
|
||||
{
|
||||
byte[] readBuffer = new byte[2048];
|
||||
int readLen = 0;
|
||||
while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
|
||||
{
|
||||
zOut.Write(readBuffer, 0, readLen);
|
||||
}
|
||||
zOut.Flush();
|
||||
outMs.Seek(0, SeekOrigin.Begin);
|
||||
|
||||
//int bytesRead = gzStream.Read(readBuffer, 0, maxSize);
|
||||
byte[] decompressedBuf = outMs.GetBuffer();
|
||||
|
||||
//OSD physMeshOsd = OSDParser.DeserializeLLSDBinary(readBuffer);
|
||||
decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
|
||||
return null;
|
||||
}
|
||||
|
||||
OSDArray decodedMeshOsdArray = null;
|
||||
|
||||
// physics_shape is an array of OSDMaps, one for each submesh
|
||||
if (decodedMeshOsd is OSDArray)
|
||||
{
|
||||
decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
|
||||
foreach (OSD subMeshOsd in decodedMeshOsdArray)
|
||||
{
|
||||
if (subMeshOsd is OSDMap)
|
||||
{
|
||||
OSDMap subMeshMap = (OSDMap)subMeshOsd;
|
||||
|
||||
OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshMap["PositionDomain"])["Max"].AsVector3();
|
||||
OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshMap["PositionDomain"])["Min"].AsVector3();
|
||||
|
||||
byte[] posBytes = subMeshMap["Position"].AsBinary();
|
||||
for (int i = 0; i < posBytes.Length; i += 6)
|
||||
{
|
||||
ushort uX = Utils.BytesToUInt16(posBytes, i);
|
||||
ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
|
||||
ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
|
||||
|
||||
Coord c = new Coord(
|
||||
Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
|
||||
Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
|
||||
Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
|
||||
|
||||
coords.Add(c);
|
||||
}
|
||||
|
||||
byte[] triangleBytes = subMeshMap["TriangleList"].AsBinary();
|
||||
for (int i = 0; i < triangleBytes.Length; i += 6)
|
||||
{
|
||||
ushort v1 = Utils.BytesToUInt16(triangleBytes, i);
|
||||
ushort v2 = Utils.BytesToUInt16(triangleBytes, i + 2);
|
||||
ushort v3 = Utils.BytesToUInt16(triangleBytes, i + 4);
|
||||
Face f = new Face(v1, v2, v3);
|
||||
faces.Add(f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//just bail out for now until mesh code is finished
|
||||
return null;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -147,6 +147,12 @@
|
|||
; to false if you have compatibility problems.
|
||||
;CacheSculptMaps = true
|
||||
|
||||
; if you use Meshmerizer and want collisions for meshies, setting this to true
|
||||
; will cause OpenSim to attempt to decode meshies assets, extract the physics
|
||||
; mesh, and use it for collisions. This is currently experimental code and enabling
|
||||
; it may cause unexpected physics problems.
|
||||
;UseMeshiesPhysicsMesh = false
|
||||
|
||||
; Choose one of the physics engines below
|
||||
; OpenDynamicsEngine is by some distance the most developed physics engine
|
||||
; basicphysics effectively does not model physics at all, making all objects phantom
|
||||
|
|
Binary file not shown.
|
@ -587,7 +587,6 @@
|
|||
<ReferencePath>../../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="System.Drawing"/>
|
||||
<Reference name="System.IO.Compression;"/>
|
||||
<Reference name="CSJ2K" path="../../../../bin/"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
|
||||
<Reference name="OpenMetaverse" path="../../../../bin/"/>
|
||||
|
@ -597,6 +596,7 @@
|
|||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="log4net" path="../../../../bin/"/>
|
||||
<Reference name="zlib.net" path="../../../../bin/"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true"/>
|
||||
|
|
Loading…
Reference in New Issue