/// <summary> /// Assign a single material value. Based on the values passed we'll either set (or clear) the materials for a SOP. /// </summary> /// <param name="sop">The SOP being affected.</param> /// <param name="face">The face to assign, or -1 if the default texture is being set.</param> /// <param name="id">The ID assigned to this material. Setting a Zero UUID clears it.</param> /// <param name="material">If not null, the material to set. Otherwise we are clearing.</param> private void AssignSingleMaterial(SceneObjectPart sop, int face, OSDMap matData) { UUID id = UUID.Zero; // If there is a material being set, see if we've seen it before. // If not we'll add it to the Shape RenderMaterials and the region cache if (matData != null) { RenderMaterial material = RenderMaterial.FromOSD(matData); id = sop.Shape.RenderMaterials.AddMaterial(material); m_scene.EventManager.TriggerRenderMaterialAddedToPrim(sop, id, material); m_log.DebugFormat("[RenderMaterials]: SOP {0}, Face {1}, Adding RenderMaterial {2}", sop.LocalId, face, material.ToString()); } // If the new material is replacing one lets record it so we can clean up UUID oldMaterialID = UUID.Zero; /// Get a copy of the texture entry so we can make changes. var te = new Primitive.TextureEntry(sop.Shape.TextureEntry, 0, sop.Shape.TextureEntry.Length); // Set the Material ID in the TextureEntry. If face is ALL_SIDES then // set the default entry, otherwise fetch the face and set it there. if (face < 0) { oldMaterialID = te.DefaultTexture.MaterialID; te.DefaultTexture.MaterialID = id; } else { var faceEntry = te.CreateFace((uint)face); oldMaterialID = faceEntry.MaterialID; faceEntry.MaterialID = id; } // Update the texture entry which will force an update to connected clients sop.UpdateTexture(te); // If the material has changed and it wasn't previously Zero // Deallocate the old value if its not in use and signal the change if ((oldMaterialID != id) && (oldMaterialID != UUID.Zero)) { var currentMaterialIDs = sop.Shape.GetMaterialIDs(); if (currentMaterialIDs.Contains(oldMaterialID) == false) { if (sop.Shape.RenderMaterials.ContainsMaterial(oldMaterialID) == true) { sop.Shape.RenderMaterials.RemoveMaterial(oldMaterialID); } m_scene.EventManager.TriggerRenderMaterialRemovedFromPrim(sop, oldMaterialID); } } }
/// <summary> /// Called once new texture data has been received for this updater. /// </summary> public void DataReceived(byte[] data, Scene scene) { SceneObjectPart part = scene.GetSceneObjectPart(PrimID); if (part == null || data == null || data.Length <= 1) { string msg = String.Format("DynamicTextureModule: Error preparing image using URL {0}", Url); scene.SimChat(Utils.StringToBytes(msg), ChatTypeEnum.Say, 0, part.ParentGroup.RootPart.AbsolutePosition, part.Name, part.UUID, false); return; } byte[] assetData = null; AssetBase oldAsset = null; if (BlendWithOldTexture) { Primitive.TextureEntryFace defaultFace = part.Shape.Textures.DefaultTexture; if (defaultFace != null) { oldAsset = scene.AssetService.Get(defaultFace.TextureID.ToString()); if (oldAsset != null) { assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha); } } } if (assetData == null) { assetData = new byte[data.Length]; Array.Copy(data, assetData, data.Length); } // Create a new asset for user AssetBase asset = new AssetBase(UUID.Random(), "DynamicImage" + Util.RandomClass.Next(1, 10000), (sbyte)AssetType.Texture, scene.RegionInfo.RegionID.ToString()); asset.Data = assetData; asset.Description = String.Format("URL image : {0}", Url); asset.Local = false; asset.Temporary = ((Disp & DISP_TEMP) != 0); scene.AssetService.Store(asset); // scene.CommsManager.AssetCache.AddAsset(asset); IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface <IJ2KDecoder>(); if (cacheLayerDecode != null) { cacheLayerDecode.Decode(asset.FullID, asset.Data); cacheLayerDecode = null; LastAssetID = asset.FullID; } UUID oldID = UUID.Zero; lock (part) { // mostly keep the values from before Primitive.TextureEntry tmptex = part.Shape.Textures; // remove the old asset from the cache oldID = tmptex.DefaultTexture.TextureID; if (Face == ALL_SIDES) { tmptex.DefaultTexture.TextureID = asset.FullID; } else { try { Primitive.TextureEntryFace texface = tmptex.CreateFace((uint)Face); texface.TextureID = asset.FullID; tmptex.FaceTextures[Face] = texface; } catch (Exception) { tmptex.DefaultTexture.TextureID = asset.FullID; } } // I'm pretty sure we always want to force this to true // I'm pretty sure noone whats to set fullbright true if it wasn't true before. // tmptex.DefaultTexture.Fullbright = true; part.UpdateTexture(tmptex); } if (oldID != UUID.Zero && ((Disp & DISP_EXPIRE) != 0)) { if (oldAsset == null) { oldAsset = scene.AssetService.Get(oldID.ToString()); } if (oldAsset != null) { if (oldAsset.Temporary == true) { scene.AssetService.Delete(oldID.ToString()); } } } }