Esempio n. 1
0
        public static MeshInventoryItem FromUploadFormat(string name, Stream s, UGUI creator, AssetData objectAsset = null)
        {
            var map  = (Map)LlsdXml.Deserialize(s);
            var item = new MeshInventoryItem
            {
                Name          = name,
                AssetType     = AssetType.Object,
                InventoryType = InventoryType.Object,
                Owner         = creator,
                LastOwner     = creator,
                Creator       = creator
            };

            item.Permissions.Base    = InventoryPermissionsMask.Every;
            item.Permissions.Current = InventoryPermissionsMask.Every;
            ProcessTextures((AnArray)map["texture_list"], item);
            ProcessMeshes((AnArray)map["mesh_list"], item);
            ProcessInstances((AnArray)map["instance_list"], item, objectAsset);
            return(item);
        }
Esempio n. 2
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        private static void ProcessTextures(AnArray textureList, MeshInventoryItem item)
        {
            int idx = 0;

            foreach (IValue iv in textureList)
            {
                var newasset = new AssetData
                {
                    ID   = UUID.Random,
                    Type = AssetType.Texture,
                    Data = (BinaryData)iv,
                    Name = item.Name + " - Texture " + idx.ToString(),
                };
                item.Assets.Add(newasset);
                item.TextureMap.Add(idx, newasset.ID);

                var textureitem = new InventoryItem
                {
                    AssetID        = newasset.ID,
                    AssetType      = AssetType.Texture,
                    Creator        = item.Creator,
                    InventoryType  = InventoryType.Texture,
                    LastOwner      = item.Creator,
                    Name           = item.Name + " - Texture " + idx.ToString(),
                    Owner          = item.Creator,
                    ParentFolderID = UUID.Zero
                };
                item.Permissions.Base      = InventoryPermissionsMask.All;
                item.Permissions.Current   = InventoryPermissionsMask.Every;
                item.Permissions.EveryOne  = InventoryPermissionsMask.None;
                item.Permissions.Group     = InventoryPermissionsMask.All;
                item.Permissions.NextOwner = InventoryPermissionsMask.All;
                item.SaleInfo.Price        = 10;
                item.SaleInfo.Type         = SaleInfoData.SaleType.NoSale;

                item.TextureItems.Add(item);

                ++idx;
            }
        }
Esempio n. 3
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        private static void ProcessMeshes(AnArray meshList, MeshInventoryItem item)
        {
            int idx = 0;

            foreach (IValue iv in meshList)
            {
                var newasset = new AssetData
                {
                    ID   = UUID.Random,
                    Type = AssetType.Mesh,
                    Name = item.Name + " - Mesh " + (idx + 1).ToString()
                };

                using (var meshstream = new MemoryStream())
                {
                    Map meshData;
                    /* add the version tag */
                    using (var inputstream = new MemoryStream((BinaryData)iv))
                    {
                        meshData            = (Map)LlsdBinary.Deserialize(inputstream);
                        meshData["version"] = new Integer(1);
                        LlsdBinary.Serialize(meshData, meshstream);
                        inputstream.CopyTo(meshstream);
                    }
                    newasset.Data = meshstream.ToArray();
                }

                item.Assets.Add(newasset);
                item.MeshMap.Add(idx, newasset.ID);
                var     m   = new LLMesh(newasset);
                MeshLOD lod = m.GetLOD(LLMesh.LodLevel.LOD3);
                if (lod.NumFaces >= 1 && lod.NumFaces <= 9)
                {
                    item.MeshFaces.Add(idx, lod.NumFaces);
                }
                ++idx;
            }
        }
Esempio n. 4
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        private static void ProcessInstances(AnArray instanceList, MeshInventoryItem item, AssetData objectAsset = null)
        {
            var grp = new ObjectGroup();

            foreach (Map instanceData in instanceList.OfType <Map>())
            {
                var shape = new ObjectPart.PrimitiveShape
                {
                    SculptType       = PrimitiveSculptType.Mesh,
                    ProfileCurve     = 1,
                    PathBegin        = 0,
                    PathCurve        = 16,
                    PathEnd          = 0,
                    PathRadiusOffset = 0,
                    PathRevolutions  = 0,
                    PathScaleX       = 100,
                    PathScaleY       = 100,
                    PathShearX       = 0,
                    PathShearY       = 0,
                    PathSkew         = 0,
                    PathTaperX       = 0,
                    PathTaperY       = 0,
                    PathTwist        = 0,
                    PathTwistBegin   = 0,
                    PCode            = PrimitiveCode.Prim,
                    ProfileBegin     = 9375,
                    ProfileEnd       = 0,
                    ProfileHollow    = 0,
                    State            = 0,
                    SculptMap        = item.MeshMap[instanceData["mesh"].AsInt]
                };

                int numfaces;
                if (item.MeshFaces.TryGetValue(instanceData["mesh"].AsInt, out numfaces))
                {
                    shape.SetMeshNumFaces(numfaces);
                }

                var part = new ObjectPart
                {
                    Name             = item.Name,
                    Shape            = shape,
                    IsReturnAtEdge   = true,
                    Size             = GetVector(instanceData["scale"]),
                    PhysicsShapeType = (PrimitivePhysicsShapeType)instanceData["physics_shape_type"].AsInt,
                    Material         = (PrimitiveMaterial)instanceData["material"].AsInt
                };

                grp.AddLink(part);

                /* use our build in transformation */
                grp.GlobalPosition = GetVector(instanceData["position"]);
                grp.GlobalRotation = GetRotation(instanceData["rotation"]);

                var  faceList = (AnArray)instanceData["face_list"];
                var  te       = new TextureEntry();
                uint faceidx  = 0;

                foreach (Map face in faceList.OfType <Map>())
                {
                    TextureEntryFace teface = te[faceidx];
                    IValue           iv;

                    teface.FullBright   = face["fullbright"].AsBoolean;
                    teface.TextureColor = GetColorAlpha(face["diffuse_color"]);

                    if (face.TryGetValue("image", out iv))
                    {
                        teface.TextureID = item.TextureMap[iv.AsInt];
                    }

                    if (face.TryGetValue("scales", out iv))
                    {
                        teface.RepeatU = (float)iv.AsReal;
                    }

                    if (face.TryGetValue("scalet", out iv))
                    {
                        teface.RepeatV = (float)iv.AsReal;
                    }

                    if (face.TryGetValue("offsets", out iv))
                    {
                        teface.OffsetU = (float)iv.AsReal;
                    }

                    if (face.TryGetValue("offsett", out iv))
                    {
                        teface.OffsetV = (float)iv.AsReal;
                    }

                    if (face.TryGetValue("imagerot", out iv))
                    {
                        teface.Rotation = (float)iv.AsReal;
                    }

                    ++faceidx;
                }
                part.TextureEntry = te;
                part.Owner        = item.Owner;
                part.Creator      = item.Owner;
                part.OwnerMask    = InventoryPermissionsMask.Every;
                part.BaseMask     = InventoryPermissionsMask.Every;
            }

            grp.Owner     = item.Owner;
            grp.LastOwner = item.Owner;

            AssetData objectasset = grp.Asset(XmlSerializationOptions.WriteXml2 | XmlSerializationOptions.WriteOwnerInfo);

            if (objectAsset != null)
            {
                objectAsset.Data = objectasset.Data;
                item.AssetID     = objectAsset.ID;
                objectAsset.Type = AssetType.Object;
            }
            else
            {
                item.AssetID = objectasset.ID;
                item.Assets.Add(objectasset);
            }
        }