/// <summary> /// Convert raw uploaded data into the appropriate asset and item. /// </summary> /// <param name="assetID"></param> /// <param name="inventoryItem"></param> /// <param name="data"></param> public void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID, UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, string assetType) { m_log.DebugFormat( "Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}", assetID, inventoryItem, inventoryType, assetType); sbyte assType = 0; sbyte inType = 0; if (inventoryType == "sound") { inType = 1; assType = 1; } else if (inventoryType == "animation") { inType = 19; assType = 20; } else if (inventoryType == "wearable") { inType = 18; switch (assetType) { case "bodypart": assType = 13; break; case "clothing": assType = 5; break; } } else if (inventoryType == "object") { inType = (sbyte)InventoryType.Object; assType = (sbyte)AssetType.Object; List<Vector3> positions = new List<Vector3>(); List<Quaternion> rotations = new List<Quaternion>(); OSDMap request = (OSDMap)OSDParser.DeserializeLLSDXml(data); OSDArray instance_list = (OSDArray)request["instance_list"]; OSDArray mesh_list = (OSDArray)request["mesh_list"]; OSDArray texture_list = (OSDArray)request["texture_list"]; SceneObjectGroup grp = null; List<UUID> textures = new List<UUID>(); for (int i = 0; i < texture_list.Count; i++) { AssetBase textureAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Texture, ""); textureAsset.Data = texture_list[i].AsBinary(); m_assetService.Store(textureAsset); textures.Add(textureAsset.FullID); } for (int i = 0; i < mesh_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"]; for (uint face = 0; face < face_list.Count; face++) { OSDMap faceMap = (OSDMap)face_list[(int)face]; Primitive.TextureEntryFace f = pbs.Textures.CreateFace(face); if(faceMap.ContainsKey("fullbright")) f.Fullbright = faceMap["fullbright"].AsBoolean(); if (faceMap.ContainsKey ("diffuse_color")) f.RGBA = faceMap["diffuse_color"].AsColor4(); int textureNum = faceMap["image"].AsInteger(); float imagerot = faceMap["imagerot"].AsInteger(); float offsets = (float)faceMap["offsets"].AsReal(); float offsett = (float)faceMap["offsett"].AsReal(); float scales = (float)faceMap["scales"].AsReal(); float scalet = (float)faceMap["scalet"].AsReal(); if(imagerot != 0) f.Rotation = imagerot; if(offsets != 0) f.OffsetU = offsets; if (offsett != 0) f.OffsetV = offsett; if (scales != 0) f.RepeatU = scales; if (scalet != 0) f.RepeatV = scalet; if (textures.Count > textureNum) f.TextureID = textures[textureNum]; else f.TextureID = Primitive.TextureEntry.WHITE_TEXTURE; textureEntry.FaceTextures[face] = f; } 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; Vector3 position = inner_instance_list["position"].AsVector3(); Vector3 scale = inner_instance_list["scale"].AsVector3(); Quaternion rotation = inner_instance_list["rotation"].AsQuaternion(); // int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger(); // int material = inner_instance_list["material"].AsInteger(); // int mesh = inner_instance_list["mesh"].AsInteger(); OSDMap permissions = (OSDMap)inner_instance_list["permissions"]; int base_mask = permissions["base_mask"].AsInteger(); int everyone_mask = permissions["everyone_mask"].AsInteger(); UUID creator_id = permissions["creator_id"].AsUUID(); UUID group_id = permissions["group_id"].AsUUID(); int group_mask = permissions["group_mask"].AsInteger(); // bool is_owner_group = permissions["is_owner_group"].AsBoolean(); // UUID last_owner_id = permissions["last_owner_id"].AsUUID(); int next_owner_mask = permissions["next_owner_mask"].AsInteger(); UUID owner_id = permissions["owner_id"].AsUUID(); int owner_mask = permissions["owner_mask"].AsInteger(); SceneObjectPart prim = new SceneObjectPart(owner_id, pbs, position, Quaternion.Identity, Vector3.Zero); prim.Scale = scale; prim.OffsetPosition = position; rotations.Add(rotation); positions.Add(position); prim.UUID = UUID.Random(); prim.CreatorID = creator_id; prim.OwnerID = owner_id; prim.GroupID = group_id; prim.LastOwnerID = prim.OwnerID; prim.CreationDate = Util.UnixTimeSinceEpoch(); prim.Name = assetName; prim.Description = ""; prim.BaseMask = (uint)base_mask; prim.EveryoneMask = (uint)everyone_mask; prim.GroupMask = (uint)group_mask; prim.NextOwnerMask = (uint)next_owner_mask; prim.OwnerMask = (uint)owner_mask; if (grp == null) grp = new SceneObjectGroup(prim); else grp.AddPart(prim); } // Fix first link number if (grp.Parts.Length > 1) grp.RootPart.LinkNum++; Vector3 rootPos = positions[0]; grp.AbsolutePosition = rootPos; for (int i = 0; i < positions.Count; i++) { Vector3 offset = positions[i] - rootPos; grp.Parts[i].OffsetPosition = offset; } for (int i = 0; i < rotations.Count; i++) { if (i != 0) grp.Parts[i].RotationOffset = rotations[i]; } grp.UpdateGroupRotationR(rotations[0]); data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp)); } AssetBase asset; asset = new AssetBase(assetID, assetName, assType, m_HostCapsObj.AgentID.ToString()); asset.Data = data; if (AddNewAsset != null) AddNewAsset(asset); else if (m_assetService != null) m_assetService.Store(asset); InventoryItemBase item = new InventoryItemBase(); item.Owner = m_HostCapsObj.AgentID; item.CreatorId = m_HostCapsObj.AgentID.ToString(); item.CreatorData = String.Empty; item.ID = inventoryItem; item.AssetID = asset.FullID; item.Description = assetDescription; item.Name = assetName; item.AssetType = assType; item.InvType = inType; item.Folder = parentFolder; item.CurrentPermissions = (uint)PermissionMask.All; item.BasePermissions = (uint)PermissionMask.All; item.EveryOnePermissions = 0; item.NextPermissions = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); item.CreationDate = Util.UnixTimeSinceEpoch(); if (AddNewInventoryItem != null) { AddNewInventoryItem(m_HostCapsObj.AgentID, item); } }
/// <summary> /// Parses add request /// </summary> /// <param name="request"></param> /// <param name="AgentId"></param> /// <param name="cap"></param> /// <returns></returns> public Hashtable ProcessAdd(Hashtable request, UUID AgentId, Caps cap) { Hashtable responsedata = new Hashtable(); responsedata["int_response_code"] = 400; //501; //410; //404; responsedata["content_type"] = "text/plain"; responsedata["keepalive"] = false; responsedata["str_response_string"] = "Request wasn't what was expected"; ScenePresence avatar; if (!m_scene.TryGetScenePresence(AgentId, out avatar)) return responsedata; OSDMap r = (OSDMap)OSDParser.Deserialize((string)request["requestbody"]); UploadObjectAssetMessage message = new UploadObjectAssetMessage(); try { message.Deserialize(r); } catch (Exception ex) { m_log.Error("[UPLOAD OBJECT ASSET MODULE]: Error deserializing message " + ex.ToString()); message = null; } if (message == null) { responsedata["int_response_code"] = 400; //501; //410; //404; responsedata["content_type"] = "text/plain"; responsedata["keepalive"] = false; responsedata["str_response_string"] = "<llsd><map><key>error</key><string>Error parsing Object</string></map></llsd>"; return responsedata; } Vector3 pos = avatar.AbsolutePosition + (Vector3.UnitX * avatar.Rotation); Quaternion rot = Quaternion.Identity; Vector3 rootpos = Vector3.Zero; // Quaternion rootrot = Quaternion.Identity; SceneObjectGroup rootGroup = null; SceneObjectGroup[] allparts = new SceneObjectGroup[message.Objects.Length]; for (int i = 0; i < message.Objects.Length; i++) { UploadObjectAssetMessage.Object obj = message.Objects[i]; PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox(); if (i == 0) { rootpos = obj.Position; // rootrot = obj.Rotation; } // Combine the extraparams data into it's ugly blob again.... //int bytelength = 0; //for (int extparams = 0; extparams < obj.ExtraParams.Length; extparams++) //{ // bytelength += obj.ExtraParams[extparams].ExtraParamData.Length; //} //byte[] extraparams = new byte[bytelength]; //int position = 0; //for (int extparams = 0; extparams < obj.ExtraParams.Length; extparams++) //{ // Buffer.BlockCopy(obj.ExtraParams[extparams].ExtraParamData, 0, extraparams, position, // obj.ExtraParams[extparams].ExtraParamData.Length); // // position += obj.ExtraParams[extparams].ExtraParamData.Length; // } //pbs.ExtraParams = extraparams; for (int extparams = 0; extparams < obj.ExtraParams.Length; extparams++) { UploadObjectAssetMessage.Object.ExtraParam extraParam = obj.ExtraParams[extparams]; switch ((ushort)extraParam.Type) { case (ushort)ExtraParamType.Sculpt: Primitive.SculptData sculpt = new Primitive.SculptData(extraParam.ExtraParamData, 0); pbs.SculptEntry = true; pbs.SculptTexture = obj.SculptID; pbs.SculptType = (byte)sculpt.Type; break; case (ushort)ExtraParamType.Flexible: Primitive.FlexibleData flex = new Primitive.FlexibleData(extraParam.ExtraParamData, 0); pbs.FlexiEntry = true; pbs.FlexiDrag = flex.Drag; pbs.FlexiForceX = flex.Force.X; pbs.FlexiForceY = flex.Force.Y; pbs.FlexiForceZ = flex.Force.Z; pbs.FlexiGravity = flex.Gravity; pbs.FlexiSoftness = flex.Softness; pbs.FlexiTension = flex.Tension; pbs.FlexiWind = flex.Wind; break; case (ushort)ExtraParamType.Light: Primitive.LightData light = new Primitive.LightData(extraParam.ExtraParamData, 0); pbs.LightColorA = light.Color.A; pbs.LightColorB = light.Color.B; pbs.LightColorG = light.Color.G; pbs.LightColorR = light.Color.R; pbs.LightCutoff = light.Cutoff; pbs.LightEntry = true; pbs.LightFalloff = light.Falloff; pbs.LightIntensity = light.Intensity; pbs.LightRadius = light.Radius; break; case 0x40: pbs.ReadProjectionData(extraParam.ExtraParamData, 0); break; } } pbs.PathBegin = (ushort) obj.PathBegin; pbs.PathCurve = (byte) obj.PathCurve; pbs.PathEnd = (ushort) obj.PathEnd; pbs.PathRadiusOffset = (sbyte) obj.RadiusOffset; pbs.PathRevolutions = (byte) obj.Revolutions; pbs.PathScaleX = (byte) obj.ScaleX; pbs.PathScaleY = (byte) obj.ScaleY; pbs.PathShearX = (byte) obj.ShearX; pbs.PathShearY = (byte) obj.ShearY; pbs.PathSkew = (sbyte) obj.Skew; pbs.PathTaperX = (sbyte) obj.TaperX; pbs.PathTaperY = (sbyte) obj.TaperY; pbs.PathTwist = (sbyte) obj.Twist; pbs.PathTwistBegin = (sbyte) obj.TwistBegin; pbs.HollowShape = (HollowShape) obj.ProfileHollow; pbs.PCode = (byte) PCode.Prim; pbs.ProfileBegin = (ushort) obj.ProfileBegin; pbs.ProfileCurve = (byte) obj.ProfileCurve; pbs.ProfileEnd = (ushort) obj.ProfileEnd; pbs.Scale = obj.Scale; pbs.State = (byte) 0; pbs.LastAttachPoint = (byte) 0; SceneObjectPart prim = new SceneObjectPart(); prim.UUID = UUID.Random(); prim.CreatorID = AgentId; prim.OwnerID = AgentId; prim.GroupID = obj.GroupID; prim.LastOwnerID = prim.OwnerID; prim.CreationDate = Util.UnixTimeSinceEpoch(); prim.Name = obj.Name; prim.Description = ""; prim.PayPrice[0] = -2; prim.PayPrice[1] = -2; prim.PayPrice[2] = -2; prim.PayPrice[3] = -2; prim.PayPrice[4] = -2; Primitive.TextureEntry tmp = new Primitive.TextureEntry(UUID.Parse("89556747-24cb-43ed-920b-47caed15465f")); for (int j = 0; j < obj.Faces.Length; j++) { UploadObjectAssetMessage.Object.Face face = obj.Faces[j]; Primitive.TextureEntryFace primFace = tmp.CreateFace((uint) j); primFace.Bump = face.Bump; primFace.RGBA = face.Color; primFace.Fullbright = face.Fullbright; primFace.Glow = face.Glow; primFace.TextureID = face.ImageID; primFace.Rotation = face.ImageRot; primFace.MediaFlags = ((face.MediaFlags & 1) != 0); primFace.OffsetU = face.OffsetS; primFace.OffsetV = face.OffsetT; primFace.RepeatU = face.ScaleS; primFace.RepeatV = face.ScaleT; primFace.TexMapType = (MappingType) (face.MediaFlags & 6); } pbs.TextureEntry = tmp.GetBytes(); prim.Shape = pbs; prim.Scale = obj.Scale; SceneObjectGroup grp = new SceneObjectGroup(); grp.SetRootPart(prim); prim.ParentID = 0; if (i == 0) { rootGroup = grp; } grp.AttachToScene(m_scene); grp.AbsolutePosition = obj.Position; prim.RotationOffset = obj.Rotation; // Required for linking grp.RootPart.ClearUpdateSchedule(); if (m_scene.Permissions.CanRezObject(1, avatar.UUID, pos)) { m_scene.AddSceneObject(grp); grp.AbsolutePosition = obj.Position; } allparts[i] = grp; } for (int j = 1; j < allparts.Length; j++) { // Required for linking rootGroup.RootPart.ClearUpdateSchedule(); allparts[j].RootPart.ClearUpdateSchedule(); rootGroup.LinkToGroup(allparts[j]); } rootGroup.ScheduleGroupForFullUpdate(); pos = m_scene.GetNewRezLocation( Vector3.Zero, rootpos, UUID.Zero, rot, (byte)1, 1, true, allparts[0].GroupScale, false); responsedata["int_response_code"] = 200; //501; //410; //404; responsedata["content_type"] = "text/plain"; responsedata["keepalive"] = false; responsedata["str_response_string"] = String.Format("<llsd><map><key>local_id</key>{0}</map></llsd>", ConvertUintToBytes(allparts[0].LocalId)); return responsedata; }
public string RenderMaterialsPostCap(string request, UUID agentID) { OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request); OSDMap resp = new OSDMap(); OSDMap materialsFromViewer = null; OSDArray respArr = new OSDArray(); if (req.ContainsKey("Zipped")) { OSD osd = null; byte[] inBytes = req["Zipped"].AsBinary(); try { osd = ZDecompressBytesToOsd(inBytes); if (osd != null) { if (osd is OSDArray) // assume array of MaterialIDs designating requested material entries { foreach (OSD elem in (OSDArray)osd) { try { UUID id = new UUID(elem.AsBinary(), 0); lock (m_regionMaterials) { if (m_regionMaterials.ContainsKey(id)) { OSDMap matMap = new OSDMap(); matMap["ID"] = OSD.FromBinary(id.GetBytes()); matMap["Material"] = m_regionMaterials[id]; respArr.Add(matMap); } else { m_log.Warn("[Materials]: request for unknown material ID: " + id.ToString()); // Theoretically we could try to load the material from the assets service, // but that shouldn't be necessary because the viewer should only request // materials that exist in a prim on the region, and all of these materials // are already stored in m_regionMaterials. } } } catch (Exception e) { m_log.Error("Error getting materials in response to viewer request", e); continue; } } } else if (osd is OSDMap) // request to assign a material { materialsFromViewer = osd as OSDMap; if (materialsFromViewer.ContainsKey("FullMaterialsPerFace")) { OSD matsOsd = materialsFromViewer["FullMaterialsPerFace"]; if (matsOsd is OSDArray) { OSDArray matsArr = matsOsd as OSDArray; try { foreach (OSDMap matsMap in matsArr) { uint primLocalID = 0; try { primLocalID = matsMap["ID"].AsUInteger(); } catch (Exception e) { m_log.Warn("[Materials]: cannot decode \"ID\" from matsMap: " + e.Message); continue; } OSDMap mat = null; try { mat = matsMap["Material"] as OSDMap; } catch (Exception e) { m_log.Warn("[Materials]: cannot decode \"Material\" from matsMap: " + e.Message); continue; } SceneObjectPart sop = m_scene.GetSceneObjectPart(primLocalID); if (sop == null) { m_log.WarnFormat("[Materials]: SOP not found for localId: {0}", primLocalID.ToString()); continue; } if (!m_scene.Permissions.CanEditObject(sop.UUID, agentID)) { m_log.WarnFormat("User {0} can't edit object {1} {2}", agentID, sop.Name, sop.UUID); continue; } Primitive.TextureEntry te = new Primitive.TextureEntry(sop.Shape.TextureEntry, 0, sop.Shape.TextureEntry.Length); if (te == null) { m_log.WarnFormat("[Materials]: Error in TextureEntry for SOP {0} {1}", sop.Name, sop.UUID); continue; } UUID id; if (mat == null) { // This happens then the user removes a material from a prim id = UUID.Zero; } else { id = StoreMaterialAsAsset(agentID, mat, sop); } int face = -1; if (matsMap.ContainsKey("Face")) { face = matsMap["Face"].AsInteger(); Primitive.TextureEntryFace faceEntry = te.CreateFace((uint)face); faceEntry.MaterialID = id; } else { if (te.DefaultTexture == null) m_log.WarnFormat("[Materials]: TextureEntry.DefaultTexture is null in {0} {1}", sop.Name, sop.UUID); else te.DefaultTexture.MaterialID = id; } //m_log.DebugFormat("[Materials]: in \"{0}\" {1}, setting material ID for face {2} to {3}", sop.Name, sop.UUID, face, id); // We can't use sop.UpdateTextureEntry(te) because it filters, so do it manually sop.Shape.TextureEntry = te.GetBytes(); if (sop.ParentGroup != null) { sop.TriggerScriptChangedEvent(Changed.TEXTURE); sop.UpdateFlag = UpdateRequired.FULL; sop.ParentGroup.HasGroupChanged = true; sop.ScheduleFullUpdate(); } } } catch (Exception e) { m_log.Warn("[Materials]: exception processing received material ", e); } } } } } } catch (Exception e) { m_log.Warn("[Materials]: exception decoding zipped CAP payload ", e); //return ""; } } resp["Zipped"] = ZCompressOSD(respArr, false); string response = OSDParser.SerializeLLSDXmlString(resp); //m_log.Debug("[Materials]: cap request: " + request); //m_log.Debug("[Materials]: cap request (zipped portion): " + ZippedOsdBytesToString(req["Zipped"].AsBinary())); //m_log.Debug("[Materials]: cap response: " + response); return response; }
public void TextureEntry() { Primitive.TextureEntry te = new Primitive.TextureEntry(UUID.Random()); Primitive.TextureEntryFace face = te.CreateFace(0); face.Bump = Bumpiness.Concrete; face.Fullbright = true; face.MediaFlags = true; face.OffsetU = 0.5f; face.OffsetV = -0.5f; face.RepeatU = 3.0f; face.RepeatV = 4.0f; face.RGBA = new Color4(0f, 0.25f, 0.75f, 1f); face.Rotation = 1.5f; face.Shiny = Shininess.Medium; face.TexMapType = MappingType.Planar; face.TextureID = UUID.Random(); byte[] teBytes = te.GetBytes(); Primitive.TextureEntry te2 = new Primitive.TextureEntry(teBytes, 0, teBytes.Length); byte[] teBytes2 = te2.GetBytes(); Assert.IsTrue(teBytes.Length == teBytes2.Length); for (int i = 0; i < teBytes.Length; i++) { Assert.IsTrue(teBytes[i] == teBytes2[i], "Byte " + i + " is not equal"); } }
/// <summary> /// Convert raw uploaded data into the appropriate asset and item. /// </summary> /// <param name="assetID"></param> /// <param name="inventoryItem"></param> /// <param name="data"></param> public void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID, UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, string assetType, int cost, UUID texturesFolder, int nreqtextures, int nreqmeshs, int nreqinstances, bool IsAtestUpload, ref string error, ref int nextOwnerMask, ref int groupMask, ref int everyoneMask) { lock (m_ModelCost) m_FileAgentInventoryState = FileAgentInventoryState.processUpload; m_log.DebugFormat( "[BUNCH OF CAPS]: Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}", assetID, inventoryItem, inventoryType, assetType); sbyte assType = 0; sbyte inType = 0; IClientAPI client = null; UUID owner_id = m_HostCapsObj.AgentID; UUID creatorID; bool istest = IsAtestUpload && m_enableFreeTestUpload && (cost > 0); bool restrictPerms = m_RestrictFreeTestUploadPerms && istest; if (istest && m_testAssetsCreatorID != UUID.Zero) creatorID = m_testAssetsCreatorID; else creatorID = owner_id; string creatorIDstr = creatorID.ToString(); IMoneyModule mm = m_Scene.RequestModuleInterface<IMoneyModule>(); if (mm != null) { // make sure client still has enougth credit if (!mm.UploadCovered(m_HostCapsObj.AgentID, (int)cost)) { error = "Insufficient funds."; return; } } // strings to types if (inventoryType == "sound") { inType = (sbyte)InventoryType.Sound; assType = (sbyte)AssetType.Sound; } else if (inventoryType == "snapshot") { inType = (sbyte)InventoryType.Snapshot; } else if (inventoryType == "animation") { inType = (sbyte)InventoryType.Animation; assType = (sbyte)AssetType.Animation; } else if (inventoryType == "animset") { inType = (sbyte)CustomInventoryType.AnimationSet; assType = (sbyte)CustomAssetType.AnimationSet; m_log.Debug("got animset upload request"); } else if (inventoryType == "wearable") { inType = (sbyte)InventoryType.Wearable; switch (assetType) { case "bodypart": assType = (sbyte)AssetType.Bodypart; break; case "clothing": assType = (sbyte)AssetType.Clothing; break; } } else if (inventoryType == "object") { if (assetType == "mesh") // this code for now is for mesh models uploads only { inType = (sbyte)InventoryType.Object; assType = (sbyte)AssetType.Object; List<Vector3> positions = new List<Vector3>(); List<Quaternion> rotations = new List<Quaternion>(); OSDMap request = (OSDMap)OSDParser.DeserializeLLSDXml(data); // compare and get updated information /* does nothing still we do need something to avoid special viewer to upload something diferent from the cost estimation bool mismatchError = true; while (mismatchError) { mismatchError = false; } if (mismatchError) { error = "Upload and fee estimation information don't match"; lock (m_ModelCost) m_FileAgentInventoryState = FileAgentInventoryState.idle; return; } */ OSDArray instance_list = (OSDArray)request["instance_list"]; OSDArray mesh_list = (OSDArray)request["mesh_list"]; OSDArray texture_list = (OSDArray)request["texture_list"]; SceneObjectGroup grp = null; // create and store texture assets bool doTextInv = (!istest && m_enableModelUploadTextureToInventory && texturesFolder != UUID.Zero); List<UUID> textures = new List<UUID>(); // if (doTextInv) m_Scene.TryGetClient(m_HostCapsObj.AgentID, out client); if(client == null) // don't put textures in inventory if there is no client doTextInv = false; for (int i = 0; i < texture_list.Count; i++) { AssetBase textureAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Texture, creatorIDstr); textureAsset.Data = texture_list[i].AsBinary(); if (istest) textureAsset.Local = true; m_assetService.Store(textureAsset); textures.Add(textureAsset.FullID); if (doTextInv) { string name = assetName; if (name.Length > 25) name = name.Substring(0, 24); name += "_Texture#" + i.ToString(); InventoryItemBase texitem = new InventoryItemBase(); texitem.Owner = m_HostCapsObj.AgentID; texitem.CreatorId = creatorIDstr; texitem.CreatorData = String.Empty; texitem.ID = UUID.Random(); texitem.AssetID = textureAsset.FullID; texitem.Description = "mesh model texture"; texitem.Name = name; texitem.AssetType = (int)AssetType.Texture; texitem.InvType = (int)InventoryType.Texture; texitem.Folder = texturesFolder; texitem.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Export); texitem.BasePermissions = (uint)PermissionMask.All | (uint)PermissionMask.Export; texitem.EveryOnePermissions = 0; texitem.NextPermissions = (uint)PermissionMask.All; texitem.CreationDate = Util.UnixTimeSinceEpoch(); m_Scene.AddInventoryItem(client, texitem); texitem = null; } } // create and store meshs assets List<UUID> meshAssets = new List<UUID>(); List<bool> meshAvatarSkeletons = new List<bool>(); List<bool> meshAvatarColliders = new List<bool>(); bool curAvSkeleton; bool curAvCollider; for (int i = 0; i < mesh_list.Count; i++) { curAvSkeleton = false; curAvCollider = false; // we do need to parse the mesh now OSD osd = OSDParser.DeserializeLLSDBinary(mesh_list[i]); if (osd is OSDMap) { OSDMap mosd = (OSDMap)osd; if (mosd.ContainsKey("skeleton")) { OSDMap skeleton = (OSDMap)mosd["skeleton"]; int sksize = skeleton["size"].AsInteger(); if (sksize > 0) curAvSkeleton = true; } } AssetBase meshAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Mesh, creatorIDstr); meshAsset.Data = mesh_list[i].AsBinary(); if (istest) meshAsset.Local = true; m_assetService.Store(meshAsset); meshAssets.Add(meshAsset.FullID); meshAvatarSkeletons.Add(curAvSkeleton); meshAvatarColliders.Add(curAvCollider); // test code if (curAvSkeleton && client != null) { string name = assetName; if (name.Length > 25) name = name.Substring(0, 24); name += "_Mesh#" + i.ToString(); InventoryItemBase meshitem = new InventoryItemBase(); meshitem.Owner = m_HostCapsObj.AgentID; meshitem.CreatorId = creatorIDstr; meshitem.CreatorData = String.Empty; meshitem.ID = UUID.Random(); meshitem.AssetID = meshAsset.FullID; meshitem.Description = "mesh "; meshitem.Name = name; meshitem.AssetType = (int)AssetType.Mesh; meshitem.InvType = (int)InventoryType.Mesh; // meshitem.Folder = UUID.Zero; // send to default meshitem.Folder = parentFolder; // dont let it go to folder Meshes that viewers dont show // If we set PermissionMask.All then when we rez the item the next permissions will replace the current // (owner) permissions. This becomes a problem if next permissions are changed. meshitem.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); meshitem.BasePermissions = (uint)PermissionMask.All; meshitem.EveryOnePermissions = 0; meshitem.NextPermissions = (uint)PermissionMask.All; meshitem.CreationDate = Util.UnixTimeSinceEpoch(); m_Scene.AddInventoryItem(client, meshitem); meshitem = null; } } int skipedMeshs = 0; // build prims from instances for (int i = 0; i < instance_list.Count; i++) { OSDMap inner_instance_list = (OSDMap)instance_list[i]; // skip prims that are 2 small Vector3 scale = inner_instance_list["scale"].AsVector3(); if (scale.X < m_PrimScaleMin || scale.Y < m_PrimScaleMin || scale.Z < m_PrimScaleMin) { skipedMeshs++; continue; } PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox(); Primitive.TextureEntry textureEntry = new Primitive.TextureEntry(Primitive.TextureEntry.WHITE_TEXTURE); OSDArray face_list = (OSDArray)inner_instance_list["face_list"]; for (uint face = 0; face < face_list.Count; face++) { OSDMap faceMap = (OSDMap)face_list[(int)face]; Primitive.TextureEntryFace f = pbs.Textures.CreateFace(face); if (faceMap.ContainsKey("fullbright")) f.Fullbright = faceMap["fullbright"].AsBoolean(); if (faceMap.ContainsKey("diffuse_color")) f.RGBA = faceMap["diffuse_color"].AsColor4(); int textureNum = faceMap["image"].AsInteger(); float imagerot = faceMap["imagerot"].AsInteger(); float offsets = (float)faceMap["offsets"].AsReal(); float offsett = (float)faceMap["offsett"].AsReal(); float scales = (float)faceMap["scales"].AsReal(); float scalet = (float)faceMap["scalet"].AsReal(); if (imagerot != 0) f.Rotation = imagerot; if (offsets != 0) f.OffsetU = offsets; if (offsett != 0) f.OffsetV = offsett; if (scales != 0) f.RepeatU = scales; if (scalet != 0) f.RepeatV = scalet; if (textures.Count > textureNum) f.TextureID = textures[textureNum]; else f.TextureID = Primitive.TextureEntry.WHITE_TEXTURE; textureEntry.FaceTextures[face] = f; } pbs.TextureEntry = textureEntry.GetBytes(); bool hasmesh = false; if (inner_instance_list.ContainsKey("mesh")) // seems to happen always but ... { 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) hasmesh = true; } } Vector3 position = inner_instance_list["position"].AsVector3(); Quaternion rotation = inner_instance_list["rotation"].AsQuaternion(); // for now viwers do send fixed defaults // but this may change // int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger(); byte physicsShapeType = (byte)PhysShapeType.convex; // default is simple convex // int material = inner_instance_list["material"].AsInteger(); byte material = (byte)Material.Wood; // no longer used - begin ------------------------ // int mesh = inner_instance_list["mesh"].AsInteger(); // OSDMap permissions = (OSDMap)inner_instance_list["permissions"]; // int base_mask = permissions["base_mask"].AsInteger(); // int everyone_mask = permissions["everyone_mask"].AsInteger(); // UUID creator_id = permissions["creator_id"].AsUUID(); // UUID group_id = permissions["group_id"].AsUUID(); // int group_mask = permissions["group_mask"].AsInteger(); // bool is_owner_group = permissions["is_owner_group"].AsBoolean(); // UUID last_owner_id = permissions["last_owner_id"].AsUUID(); // int next_owner_mask = permissions["next_owner_mask"].AsInteger(); // UUID owner_id = permissions["owner_id"].AsUUID(); // int owner_mask = permissions["owner_mask"].AsInteger(); // no longer used - end ------------------------ SceneObjectPart prim = new SceneObjectPart(owner_id, pbs, position, Quaternion.Identity, Vector3.Zero); prim.Scale = scale; rotations.Add(rotation); positions.Add(position); prim.UUID = UUID.Random(); prim.CreatorID = creatorID; prim.OwnerID = owner_id; prim.GroupID = UUID.Zero; prim.LastOwnerID = creatorID; prim.CreationDate = Util.UnixTimeSinceEpoch(); if (grp == null) prim.Name = assetName; else prim.Name = assetName + "#" + i.ToString(); prim.EveryoneMask = 0; prim.GroupMask = 0; if (restrictPerms) { prim.BaseMask = (uint)(PermissionMask.Move | PermissionMask.Modify); prim.OwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify); prim.NextOwnerMask = 0; } else { prim.BaseMask = (uint)PermissionMask.All | (uint)PermissionMask.Export; prim.OwnerMask = (uint)PermissionMask.All | (uint)PermissionMask.Export; prim.GroupMask = prim.BaseMask & (uint)groupMask; prim.EveryoneMask = prim.BaseMask & (uint)everyoneMask; prim.NextOwnerMask = prim.BaseMask & (uint)nextOwnerMask; // If the viewer gives us bogus permissions, revert to the SL // default of transfer only. if ((prim.NextOwnerMask & (uint)PermissionMask.All) == 0) prim.NextOwnerMask = (uint)PermissionMask.Transfer; } if(istest) prim.Description = "For testing only. Other uses are prohibited"; else prim.Description = ""; prim.Material = material; prim.PhysicsShapeType = physicsShapeType; // prim.BaseMask = (uint)base_mask; // prim.EveryoneMask = (uint)everyone_mask; // prim.GroupMask = (uint)group_mask; // prim.NextOwnerMask = (uint)next_owner_mask; // prim.OwnerMask = (uint)owner_mask; if (grp == null) { grp = new SceneObjectGroup(prim); grp.LastOwnerID = creatorID; } else grp.AddPart(prim); } Vector3 rootPos = positions[0]; if (grp.Parts.Length > 1) { // Fix first link number grp.RootPart.LinkNum++; Quaternion rootRotConj = Quaternion.Conjugate(rotations[0]); Quaternion tmprot; Vector3 offset; // fix children rotations and positions for (int i = 1; i < rotations.Count; i++) { tmprot = rotations[i]; tmprot = rootRotConj * tmprot; grp.Parts[i].RotationOffset = tmprot; offset = positions[i] - rootPos; offset *= rootRotConj; grp.Parts[i].OffsetPosition = offset; } grp.AbsolutePosition = rootPos; grp.UpdateGroupRotationR(rotations[0]); } else { grp.AbsolutePosition = rootPos; grp.UpdateGroupRotationR(rotations[0]); } data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp)); } else // not a mesh model { m_log.ErrorFormat("[CAPS Asset Upload] got unsuported assetType for object upload"); return; } } AssetBase asset; asset = new AssetBase(assetID, assetName, assType, creatorIDstr); asset.Data = data; if (istest) asset.Local = true; if (AddNewAsset != null) AddNewAsset(asset); else if (m_assetService != null) m_assetService.Store(asset); InventoryItemBase item = new InventoryItemBase(); item.Owner = m_HostCapsObj.AgentID; item.CreatorId = creatorIDstr; item.CreatorData = String.Empty; item.ID = inventoryItem; item.AssetID = asset.FullID; if (istest) { item.Description = "For testing only. Other uses are prohibited"; item.Flags = (uint) (InventoryItemFlags.SharedSingleReference); } else item.Description = assetDescription; item.Name = assetName; item.AssetType = assType; item.InvType = inType; item.Folder = parentFolder; // If we set PermissionMask.All then when we rez the item the next permissions will replace the current // (owner) permissions. This becomes a problem if next permissions are changed. if (inType == (sbyte)CustomInventoryType.AnimationSet) { AnimationSet.setCreateItemPermitions(item); } else if (restrictPerms) { item.BasePermissions = (uint)(PermissionMask.Move | PermissionMask.Modify); item.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Modify); item.GroupPermissions = 0; item.EveryOnePermissions = 0; item.NextPermissions = 0; } else { item.BasePermissions = (uint)PermissionMask.All | (uint)PermissionMask.Export; item.CurrentPermissions = (uint)PermissionMask.All | (uint)PermissionMask.Export; item.GroupPermissions = item.BasePermissions & (uint)groupMask; item.EveryOnePermissions = item.BasePermissions & (uint)everyoneMask; item.NextPermissions = item.BasePermissions & (uint)nextOwnerMask; if ((item.NextPermissions & (uint)PermissionMask.All) == 0) item.NextPermissions = (uint)PermissionMask.Transfer; } item.CreationDate = Util.UnixTimeSinceEpoch(); everyoneMask = (int)item.EveryOnePermissions; groupMask = (int)item.GroupPermissions; nextOwnerMask = (int)item.NextPermissions; m_Scene.TryGetClient(m_HostCapsObj.AgentID, out client); if (AddNewInventoryItem != null) { if (istest) { m_Scene.AddInventoryItem(client, item); /* AddNewInventoryItem(m_HostCapsObj.AgentID, item, 0); if (client != null) client.SendAgentAlertMessage("Upload will have no cost, for personal test purposes only. Other uses are forbiden. Items may not work on a another region" , true); */ } else { AddNewInventoryItem(m_HostCapsObj.AgentID, item, (uint)cost); // if (client != null) // { // // let users see anything.. i don't so far // string str; // if (cost > 0) // // dont remember where is money unit name to put here // str = "Upload complete. charged " + cost.ToString() + "$"; // else // str = "Upload complete"; // client.SendAgentAlertMessage(str, true); // } } } lock (m_ModelCost) m_FileAgentInventoryState = FileAgentInventoryState.idle; }
///<summary> ///</summary> ///<param name = "assetID"></param> ///<param name = "inventoryItem"></param> ///<param name = "data"></param> public UUID UploadCompleteHandler(string assetName, string assetDescription, UUID assetID, UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, string assetType, uint everyone_mask, uint group_mask, uint next_owner_mask) { sbyte assType = 0; sbyte inType = 0; if (inventoryType == "sound") { inType = 1; assType = 1; } else if (inventoryType == "animation") { inType = 19; assType = 20; } else if (inventoryType == "snapshot") { inType = 15; assType = 0; } else if (inventoryType == "wearable") { inType = 18; switch (assetType) { case "bodypart": assType = 13; break; case "clothing": assType = 5; break; } } else if (inventoryType == "object") { inType = (sbyte) InventoryType.Object; assType = (sbyte) AssetType.Object; List<Vector3> positions = new List<Vector3>(); List<Quaternion> rotations = new List<Quaternion>(); OSDMap request = (OSDMap) OSDParser.DeserializeLLSDXml(data); OSDArray instance_list = (OSDArray) request["instance_list"]; OSDArray mesh_list = (OSDArray) request["mesh_list"]; OSDArray texture_list = (OSDArray) request["texture_list"]; SceneObjectGroup grp = null; List<UUID> textures = new List<UUID>(); #if(!ISWIN) for (int i = 0; i < texture_list.Count; i++) { AssetBase textureAsset = new AssetBase(UUID.Random(), assetName, AssetType.Texture, m_service.AgentID); textureAsset.Data = texture_list[i].AsBinary(); textureAsset.ID = m_assetService.Store(textureAsset); textures.Add(textureAsset.ID); } #else foreach (AssetBase textureAsset in texture_list.Select(t => new AssetBase(UUID.Random(), assetName, AssetType.Texture, m_service.AgentID) {Data = t.AsBinary()})) { textureAsset.ID = m_assetService.Store(textureAsset); textures.Add(textureAsset.ID); } #endif InventoryFolderBase meshFolder = m_inventoryService.GetFolderForType(m_service.AgentID, InventoryType.Mesh, AssetType.Mesh); for (int i = 0; i < mesh_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"]; for (uint face = 0; face < face_list.Count; face++) { OSDMap faceMap = (OSDMap) face_list[(int) face]; Primitive.TextureEntryFace f = pbs.Textures.CreateFace(face); if (faceMap.ContainsKey("fullbright")) f.Fullbright = faceMap["fullbright"].AsBoolean(); if (faceMap.ContainsKey("diffuse_color")) f.RGBA = faceMap["diffuse_color"].AsColor4(); int textureNum = faceMap["image"].AsInteger(); float imagerot = faceMap["imagerot"].AsInteger(); float offsets = (float) faceMap["offsets"].AsReal(); float offsett = (float) faceMap["offsett"].AsReal(); float scales = (float) faceMap["scales"].AsReal(); float scalet = (float) faceMap["scalet"].AsReal(); if (imagerot != 0) f.Rotation = imagerot; if (offsets != 0) f.OffsetU = offsets; if (offsett != 0) f.OffsetV = offsett; if (scales != 0) f.RepeatU = scales; if (scalet != 0) f.RepeatV = scalet; f.TextureID = textures.Count > textureNum ? textures[textureNum] : Primitive.TextureEntry.WHITE_TEXTURE; textureEntry.FaceTextures[face] = f; } pbs.TextureEntry = textureEntry.GetBytes(); AssetBase meshAsset = new AssetBase(UUID.Random(), assetName, AssetType.Mesh, m_service.AgentID) {Data = mesh_list[i].AsBinary()}; meshAsset.ID = m_assetService.Store(meshAsset); if (meshFolder == null) { m_inventoryService.CreateUserInventory(m_service.AgentID, false); meshFolder = m_inventoryService.GetFolderForType(m_service.AgentID, InventoryType.Mesh, AssetType.Mesh); } InventoryItemBase itemBase = new InventoryItemBase(UUID.Random(), m_service.AgentID) { AssetType = (sbyte) AssetType.Mesh, AssetID = meshAsset.ID, CreatorId = m_service.AgentID.ToString(), Folder = meshFolder.ID, InvType = (int) InventoryType.Texture, Name = "(Mesh) - " + assetName, CurrentPermissions = (uint) PermissionMask.All, BasePermissions = (uint) PermissionMask.All, EveryOnePermissions = everyone_mask, GroupPermissions = group_mask, NextPermissions = next_owner_mask }; //Bad... but whatever m_inventoryService.AddItem(itemBase); pbs.SculptEntry = true; pbs.SculptTexture = meshAsset.ID; pbs.SculptType = (byte) SculptType.Mesh; pbs.SculptData = meshAsset.Data; Vector3 position = inner_instance_list["position"].AsVector3(); Vector3 scale = inner_instance_list["scale"].AsVector3(); Quaternion rotation = inner_instance_list["rotation"].AsQuaternion(); int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger(); int material = inner_instance_list["material"].AsInteger(); int mesh = inner_instance_list["mesh"].AsInteger(); UUID owner_id = m_service.AgentID; IScene fakeScene = new Scene(); fakeScene.AddModuleInterfaces(m_service.Registry.GetInterfaces()); SceneObjectPart prim = new SceneObjectPart(owner_id, pbs, position, Quaternion.Identity, Vector3.Zero, assetName, fakeScene) {Scale = scale, AbsolutePosition = position}; rotations.Add(rotation); positions.Add(position); prim.UUID = UUID.Random(); prim.CreatorID = owner_id; prim.OwnerID = owner_id; prim.GroupID = UUID.Zero; prim.LastOwnerID = prim.OwnerID; prim.CreationDate = Util.UnixTimeSinceEpoch(); prim.Name = assetName; prim.Description = ""; prim.PhysicsType = (byte) physicsShapeType; prim.BaseMask = (uint) PermissionMask.All; prim.EveryoneMask = everyone_mask; prim.NextOwnerMask = next_owner_mask; prim.GroupMask = group_mask; prim.OwnerMask = (uint) PermissionMask.All; if (grp == null) grp = new SceneObjectGroup(prim, fakeScene); else grp.AddChild(prim, i + 1); grp.RootPart.IsAttachment = false; } if (grp.ChildrenList.Count > 1) //Fix first link # grp.RootPart.LinkNum++; Vector3 rootPos = positions[0]; grp.SetAbsolutePosition(false, rootPos); for (int i = 0; i < positions.Count; i++) { Vector3 offset = positions[i] - rootPos; grp.ChildrenList[i].SetOffsetPosition(offset); Vector3 abs = grp.ChildrenList[i].AbsolutePosition; Vector3 currentPos = positions[i]; } //grp.Rotation = rotations[0]; for (int i = 0; i < rotations.Count; i++) { if (i != 0) grp.ChildrenList[i].SetRotationOffset(false, rotations[i], false); } grp.UpdateGroupRotationR(rotations[0]); data = Encoding.ASCII.GetBytes(grp.ToXml2()); } AssetBase asset = new AssetBase(assetID, assetName, (AssetType) assType, m_service.AgentID) {Data = data}; asset.ID = m_assetService.Store(asset); assetID = asset.ID; InventoryItemBase item = new InventoryItemBase { Owner = m_service.AgentID, CreatorId = m_service.AgentID.ToString(), ID = inventoryItem, AssetID = asset.ID, Description = assetDescription, Name = assetName, AssetType = assType, InvType = inType, Folder = parentFolder, CurrentPermissions = (uint) PermissionMask.All, BasePermissions = (uint) PermissionMask.All, EveryOnePermissions = everyone_mask, NextPermissions = next_owner_mask, GroupPermissions = group_mask, CreationDate = Util.UnixTimeSinceEpoch() }; m_inventoryService.AddItem(item); return assetID; }
public AgentSetAppearancePacket replacer_lols(AgentSetAppearancePacket packet) { AgentSetAppearancePacket p = cloneASA(packet); if (p.ObjectData != null) { if (p.ObjectData.TextureEntry != null) { Primitive.TextureEntry te = new Primitive.TextureEntry(p.ObjectData.TextureEntry, 0, p.ObjectData.TextureEntry.Length); if (te != null) { if (te.FaceTextures != null) { if (te.FaceTextures.Length > 0) { //Console.WriteLine("Coin is replacing textures..."); UUID replace = lols[lolcounter]; lolcounter++; if (lolcounter >= lols.Length) lolcounter = 0; for (int i = 0; i <= 7; i++) { if (te.FaceTextures[i] != null) te.FaceTextures[i].TextureID = replace; } for (int i = 12; i <= 18; i++) { if (te.FaceTextures[i] != null) te.FaceTextures[i].TextureID = replace; } if (p.ObjectData != null) p.ObjectData.TextureEntry = te.GetBytes(); //Console.WriteLine("OK!"); } } } } } return p; }
/// <summary> /// Set the color of prim faces /// </summary> /// <param name="color"></param> /// <param name="face"></param> public void SetFaceColor(Vector3 color, int face) { // The only way to get a deep copy/ If we don't do this, we can // mever detect color changes further down. Byte[] buf = Shape.Textures.GetBytes(); Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length); Color4 texcolor; if (face >= 0 && face < GetNumberOfSides()) { texcolor = tex.CreateFace((uint)face).RGBA; texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; UpdateTextureEntry(tex.GetBytes()); return; } else if (face == ALL_SIDES) { for (uint i = 0; i < GetNumberOfSides(); i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } texcolor = tex.DefaultTexture.RGBA; texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; } UpdateTextureEntry(tex.GetBytes()); return; } }
/// <summary> /// Convert raw uploaded data into the appropriate asset and item. /// </summary> /// <param name="assetID"></param> /// <param name="inventoryItem"></param> /// <param name="data"></param> public void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID, UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, string assetType) { m_log.DebugFormat( "[BUNCH OF CAPS]: Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}", assetID, inventoryItem, inventoryType, assetType); sbyte assType = 0; sbyte inType = 0; if (inventoryType == "sound") { inType = (sbyte)InventoryType.Sound; assType = (sbyte)AssetType.Sound; } else if (inventoryType == "snapshot") { inType = (sbyte)InventoryType.Snapshot; } else if (inventoryType == "animation") { inType = (sbyte)InventoryType.Animation; assType = (sbyte)AssetType.Animation; } else if (inventoryType == "wearable") { inType = (sbyte)InventoryType.Wearable; switch (assetType) { case "bodypart": assType = (sbyte)AssetType.Bodypart; break; case "clothing": assType = (sbyte)AssetType.Clothing; break; } } else if (inventoryType == "object") { inType = (sbyte)InventoryType.Object; assType = (sbyte)AssetType.Object; List<Vector3> positions = new List<Vector3>(); List<Quaternion> rotations = new List<Quaternion>(); OSDMap request = (OSDMap)OSDParser.DeserializeLLSDXml(data); OSDArray instance_list = (OSDArray)request["instance_list"]; OSDArray mesh_list = (OSDArray)request["mesh_list"]; OSDArray texture_list = (OSDArray)request["texture_list"]; SceneObjectGroup grp = null; InventoryFolderBase textureUploadFolder = null; List<InventoryFolderBase> foldersToUpdate = new List<InventoryFolderBase>(); List<InventoryItemBase> itemsToUpdate = new List<InventoryItemBase>(); IClientInventory clientInv = null; if (texture_list.Count > 0) { ScenePresence avatar = null; m_Scene.TryGetScenePresence(m_HostCapsObj.AgentID, out avatar); if (avatar != null) { IClientCore core = (IClientCore)avatar.ControllingClient; if (core.TryGet<IClientInventory>(out clientInv)) { var systemTextureFolder = m_Scene.InventoryService.GetFolderForType(m_HostCapsObj.AgentID, AssetType.Texture); textureUploadFolder = new InventoryFolderBase(UUID.Random(), assetName, m_HostCapsObj.AgentID, (short)AssetType.Unknown, systemTextureFolder.ID, 1); if (m_Scene.InventoryService.AddFolder(textureUploadFolder)) { foldersToUpdate.Add(textureUploadFolder); m_log.DebugFormat( "[BUNCH OF CAPS]: Created new folder '{0}' ({1}) for textures uploaded with mesh object {2}", textureUploadFolder.Name, textureUploadFolder.ID, assetName); } else { textureUploadFolder = null; } } } } List<UUID> textures = new List<UUID>(); for (int i = 0; i < texture_list.Count; i++) { AssetBase textureAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Texture, ""); textureAsset.Data = texture_list[i].AsBinary(); m_assetService.Store(textureAsset); textures.Add(textureAsset.FullID); if (textureUploadFolder != null) { InventoryItemBase textureItem = new InventoryItemBase(); textureItem.Owner = m_HostCapsObj.AgentID; textureItem.CreatorId = m_HostCapsObj.AgentID.ToString(); textureItem.CreatorData = String.Empty; textureItem.ID = UUID.Random(); textureItem.AssetID = textureAsset.FullID; textureItem.Description = assetDescription; textureItem.Name = assetName + " - Texture " + (i + 1).ToString(); textureItem.AssetType = (int)AssetType.Texture; textureItem.InvType = (int)InventoryType.Texture; textureItem.Folder = textureUploadFolder.ID; textureItem.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Export); textureItem.BasePermissions = (uint)PermissionMask.All | (uint)PermissionMask.Export; textureItem.EveryOnePermissions = 0; textureItem.NextPermissions = (uint)PermissionMask.All; textureItem.CreationDate = Util.UnixTimeSinceEpoch(); m_Scene.InventoryService.AddItem(textureItem); itemsToUpdate.Add(textureItem); m_log.DebugFormat( "[BUNCH OF CAPS]: Created new inventory item '{0}' ({1}) for texture uploaded with mesh object {2}", textureItem.Name, textureItem.ID, assetName); } } if (clientInv != null && (foldersToUpdate.Count > 0 || itemsToUpdate.Count > 0)) { clientInv.SendBulkUpdateInventory(foldersToUpdate.ToArray(), itemsToUpdate.ToArray()); } for (int i = 0; i < mesh_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"]; for (uint face = 0; face < face_list.Count; face++) { OSDMap faceMap = (OSDMap)face_list[(int)face]; Primitive.TextureEntryFace f = pbs.Textures.CreateFace(face); if(faceMap.ContainsKey("fullbright")) f.Fullbright = faceMap["fullbright"].AsBoolean(); if (faceMap.ContainsKey ("diffuse_color")) f.RGBA = faceMap["diffuse_color"].AsColor4(); int textureNum = faceMap["image"].AsInteger(); float imagerot = faceMap["imagerot"].AsInteger(); float offsets = (float)faceMap["offsets"].AsReal(); float offsett = (float)faceMap["offsett"].AsReal(); float scales = (float)faceMap["scales"].AsReal(); float scalet = (float)faceMap["scalet"].AsReal(); if(imagerot != 0) f.Rotation = imagerot; if(offsets != 0) f.OffsetU = offsets; if (offsett != 0) f.OffsetV = offsett; if (scales != 0) f.RepeatU = scales; if (scalet != 0) f.RepeatV = scalet; if (textures.Count > textureNum) f.TextureID = textures[textureNum]; else f.TextureID = Primitive.TextureEntry.WHITE_TEXTURE; textureEntry.FaceTextures[face] = f; } 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; Vector3 position = inner_instance_list["position"].AsVector3(); Vector3 scale = inner_instance_list["scale"].AsVector3(); Quaternion rotation = inner_instance_list["rotation"].AsQuaternion(); // no longer used - begin ------------------------ // int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger(); // int material = inner_instance_list["material"].AsInteger(); // int mesh = inner_instance_list["mesh"].AsInteger(); // OSDMap permissions = (OSDMap)inner_instance_list["permissions"]; // int base_mask = permissions["base_mask"].AsInteger(); // int everyone_mask = permissions["everyone_mask"].AsInteger(); // UUID creator_id = permissions["creator_id"].AsUUID(); // UUID group_id = permissions["group_id"].AsUUID(); // int group_mask = permissions["group_mask"].AsInteger(); // bool is_owner_group = permissions["is_owner_group"].AsBoolean(); // UUID last_owner_id = permissions["last_owner_id"].AsUUID(); // int next_owner_mask = permissions["next_owner_mask"].AsInteger(); // UUID owner_id = permissions["owner_id"].AsUUID(); // int owner_mask = permissions["owner_mask"].AsInteger(); // no longer used - end ------------------------ UUID owner_id = m_HostCapsObj.AgentID; SceneObjectPart prim = new SceneObjectPart(owner_id, pbs, position, Quaternion.Identity, Vector3.Zero); prim.Scale = scale; //prim.OffsetPosition = position; rotations.Add(rotation); positions.Add(position); prim.UUID = UUID.Random(); prim.CreatorID = owner_id; prim.OwnerID = owner_id; prim.GroupID = UUID.Zero; prim.LastOwnerID = prim.OwnerID; prim.CreationDate = Util.UnixTimeSinceEpoch(); prim.Name = assetName; prim.Description = ""; // prim.BaseMask = (uint)base_mask; // prim.EveryoneMask = (uint)everyone_mask; // prim.GroupMask = (uint)group_mask; // prim.NextOwnerMask = (uint)next_owner_mask; // prim.OwnerMask = (uint)owner_mask; if (grp == null) grp = new SceneObjectGroup(prim); else grp.AddPart(prim); } Vector3 rootPos = positions[0]; if (grp.Parts.Length > 1) { // Fix first link number grp.RootPart.LinkNum++; Quaternion rootRotConj = Quaternion.Conjugate(rotations[0]); Quaternion tmprot; Vector3 offset; // fix children rotations and positions for (int i = 1; i < rotations.Count; i++) { tmprot = rotations[i]; tmprot = rootRotConj * tmprot; grp.Parts[i].RotationOffset = tmprot; offset = positions[i] - rootPos; offset *= rootRotConj; grp.Parts[i].OffsetPosition = offset; } grp.AbsolutePosition = rootPos; grp.UpdateGroupRotationR(rotations[0]); } else { grp.AbsolutePosition = rootPos; grp.UpdateGroupRotationR(rotations[0]); } data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp)); } AssetBase asset; asset = new AssetBase(assetID, assetName, assType, m_HostCapsObj.AgentID.ToString()); asset.Data = data; if (AddNewAsset != null) AddNewAsset(asset); else if (m_assetService != null) m_assetService.Store(asset); InventoryItemBase item = new InventoryItemBase(); item.Owner = m_HostCapsObj.AgentID; item.CreatorId = m_HostCapsObj.AgentID.ToString(); item.CreatorData = String.Empty; item.ID = inventoryItem; item.AssetID = asset.FullID; item.Description = assetDescription; item.Name = assetName; item.AssetType = assType; item.InvType = inType; item.Folder = parentFolder; // If we set PermissionMask.All then when we rez the item the next permissions will replace the current // (owner) permissions. This becomes a problem if next permissions are changed. item.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Export); item.BasePermissions = (uint)PermissionMask.All | (uint)PermissionMask.Export; item.EveryOnePermissions = 0; item.NextPermissions = (uint)PermissionMask.All; item.CreationDate = Util.UnixTimeSinceEpoch(); if (AddNewInventoryItem != null) { AddNewInventoryItem(m_HostCapsObj.AgentID, item); } }
public Packet ApHand(Packet packet, IPEndPoint sim) { if (form.getChecked()==false) { return packet; } AgentSetAppearancePacket packet2 = (AgentSetAppearancePacket) packet; if ((packet2.ObjectData == null) || (packet2.ObjectData.TextureEntry == null)) { return packet; } Primitive.TextureEntry entry = new Primitive.TextureEntry(packet2.ObjectData.TextureEntry, 0, packet2.ObjectData.TextureEntry.Length); if (((entry == null) || (entry.FaceTextures == null)) || (entry.FaceTextures.Length <= 0)) { return packet; } Console.WriteLine("Penny is replacing textures..."); UUID uuid = new UUID("5aa5c70d-d787-571b-0495-4fc1bdef1500"); for (int i = 0; i <= 7; i++) { if (entry.FaceTextures[i] != null) { entry.FaceTextures[i].TextureID = uuid; } } for (int j = 12; j <= 0x12; j++) { if (entry.FaceTextures[j] != null) { entry.FaceTextures[j].TextureID = uuid; } } if (packet2.ObjectData != null) { packet2.ObjectData.TextureEntry = entry.GetBytes(); } Console.WriteLine("OK! Thanks Day!"); return packet2; }
/// <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) { /// 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); if (te == null) { m_log.Warn("[RenderMaterials]: null TextureEntry for localId: " + sop.LocalId.ToString()); return; } lock (m_knownMaterials) { UUID id = UUID.Zero; // Record what we currently have var currentMaterialIDs = getMaterialIDsFromTextureEntry(te); // If there is a material being set see if we've seen it before. // If not we'll add it to the region cache if (matData != null) { RenderMaterial material = RenderMaterial.FromOSD(matData); id = sop.Shape.RenderMaterials.AddMaterial(material); if (m_knownMaterials.ContainsKey(id)) { material = m_knownMaterials[id].material; var entry = m_knownMaterials[id]; if (entry.partIds.Contains(sop.LocalId) == false) entry.partIds.Add(sop.LocalId); } else { m_knownMaterials[id] = new RenderMaterialEntry(material, sop.LocalId); } m_log.DebugFormat("[RenderMaterials]: SOP {0}, Face {1}, Adding RenderMaterial {2}", sop.LocalId, face, material.ToString()); } // Set the Material ID in the sop texture entry. If there's a face defined // use that else use the Default entry. ID can either be a material ID // we set from the lookup above or Zero when we are clearing a material. if (face < 0) { te.DefaultTexture.MaterialID = id; } else { var faceEntry = te.CreateFace((uint)face); faceEntry.MaterialID = id; } // Get the updated list of Materials from the TextureEntry. We will // Use that to rebuild the RenderMaterials for the part. We'll also get a list // of entries that have been removed based on what we fetched initially so we // can clean that up in our cache. var newMaterialIDs = getMaterialIDsFromTextureEntry(te); // If there was an update and the material id has changed, clean up the old value. // Have to be careful here. It might still be in use in another slot. So we build // a list of keys and walk the texture entries subtracting keys in use. Whatever // is left are candidates to clean up. foreach (var entry in newMaterialIDs) { if (currentMaterialIDs.Contains(entry)) { currentMaterialIDs.Remove(entry); } if (sop.Shape.RenderMaterials.ContainsMaterial(entry) == false) { m_log.WarnFormat("[RenderMaterials]: SOP {0}, Face {1}, RenderMaterials {2} should be present but isn't!", sop.LocalId, face, entry.ToString()); } } // currentMaterialsIDs contains orphans if any. Remove them from the sop.Shape and the cache (if needed) foreach (var entry in currentMaterialIDs) { if (sop.Shape.RenderMaterials.ContainsMaterial(entry) == true) { m_log.DebugFormat("[RenderMaterials]: SOP {0}, Face {1}, Removing unused RenderMaterials {2} from shape.", sop.LocalId, face, entry.ToString()); sop.Shape.RenderMaterials.RemoveMaterial(entry); } else { m_log.WarnFormat("[RenderMaterials]: SOP {0}, Face {1}, ORPHANED RenderMaterials {2} should be present but isn't!", sop.LocalId, face, entry.ToString()); } if (m_knownMaterials.ContainsKey(entry)) { m_knownMaterials[entry].partIds.Remove(sop.LocalId); if (m_knownMaterials[entry].partIds.Count <= 0) { m_log.DebugFormat("[RenderMaterials]: Removing unused RenderMaterials {0} from region cache.", entry.ToString()); m_knownMaterials.Remove(entry); } } } } // Update the texture entry which will force an update to connected clients sop.UpdateTextureEntry(te.GetBytes()); }
private static PrimitiveBaseShape GetShape(int vShape) { PrimitiveBaseShape shape = new PrimitiveBaseShape(); shape.PCode = 9; shape.PathBegin = 0; shape.PathEnd = 0; shape.PathScaleX = 100; shape.PathScaleY = 100; shape.PathShearX = 0; shape.PathShearY = 0; shape.PathSkew = 0; shape.ProfileBegin = 0; shape.ProfileEnd = 0; shape.Scale = new Vector3(0.5f, 0.5f, 0.5f); //shape.Scale.X = shape.Scale.Y = shape.Scale.Z = 0.5f; shape.PathCurve = 16; shape.ProfileCurve = 1; shape.ProfileHollow = 0; shape.PathRadiusOffset = 0; shape.PathRevolutions = 0; shape.PathTaperX = 0; shape.PathTaperY = 0; shape.PathTwist = 0; shape.PathTwistBegin = 0; Primitive.TextureEntry ntex = new Primitive.TextureEntry(new UUID("00000000-0000-1111-9999-000000000005")); shape.TextureEntry = ntex.GetBytes();//ntex.ToBytes(); return shape; }
public AgentSetAppearancePacket replacer_tails(AgentSetAppearancePacket packet) { AgentSetAppearancePacket p = cloneASA(packet); if (p.ObjectData != null) { if (p.ObjectData.TextureEntry != null) { Primitive.TextureEntry te = new Primitive.TextureEntry(p.ObjectData.TextureEntry, 0, p.ObjectData.TextureEntry.Length); if (te != null) { if (te.FaceTextures != null) { if (te.FaceTextures.Length > 0) { //Console.WriteLine("Coin is replacing textures..."); UUID replace = new UUID("8183e823-c443-2142-6eb6-2ab763d4f81c"); for (int i = 0; i <= 7; i++) { if (te.FaceTextures[i] != null) te.FaceTextures[i].TextureID = replace; } for (int i = 12; i <= 18; i++) { if (te.FaceTextures[i] != null) te.FaceTextures[i].TextureID = replace; } if (p.ObjectData != null) p.ObjectData.TextureEntry = te.GetBytes(); //Console.WriteLine("OK!"); } } } } } return p; }
public AgentSetAppearancePacket MakeAppearancePacket() { AgentSetAppearancePacket set = new AgentSetAppearancePacket(); set.AgentData.AgentID = Client.Self.AgentID; set.AgentData.SessionID = Client.Self.SessionID; set.AgentData.SerialNum = (uint)Interlocked.Increment(ref SetAppearanceSerialNum); // Visual params used in the agent height calculation float agentSizeVPHeight = 0.0f; float agentSizeVPHeelHeight = 0.0f; float agentSizeVPPlatformHeight = 0.0f; float agentSizeVPHeadSize = 0.5f; float agentSizeVPLegLength = 0.0f; float agentSizeVPNeckLength = 0.0f; float agentSizeVPHipLength = 0.0f; lock (Wearables) { #region VisualParam int vpIndex = 0; int nrParams; bool wearingPhysics = false; foreach (WearableData wearable in Wearables.Values) { if (wearable.WearableType == WearableType.Physics) { wearingPhysics = true; break; } } if (wearingPhysics) { nrParams = 251; } else { nrParams = 218; } set.VisualParam = new AgentSetAppearancePacket.VisualParamBlock[nrParams]; foreach (KeyValuePair<int, VisualParam> kvp in VisualParams.Params) { VisualParam vp = kvp.Value; float paramValue = 0f; bool found = false; // Try and find this value in our collection of downloaded wearables foreach (WearableData data in Wearables.Values) { if (data.Asset != null && data.Asset.Params.TryGetValue(vp.ParamID, out paramValue)) { found = true; break; } } // Use a default value if we don't have one set for it if (!found) paramValue = vp.DefaultValue; // Only Group-0 parameters are sent in AgentSetAppearance packets if (kvp.Value.Group == 0) { set.VisualParam[vpIndex] = new AgentSetAppearancePacket.VisualParamBlock(); set.VisualParam[vpIndex].ParamValue = Utils.FloatToByte(paramValue, vp.MinValue, vp.MaxValue); ++vpIndex; } // Check if this is one of the visual params used in the agent height calculation switch (vp.ParamID) { case 33: agentSizeVPHeight = paramValue; break; case 198: agentSizeVPHeelHeight = paramValue; break; case 503: agentSizeVPPlatformHeight = paramValue; break; case 682: agentSizeVPHeadSize = paramValue; break; case 692: agentSizeVPLegLength = paramValue; break; case 756: agentSizeVPNeckLength = paramValue; break; case 842: agentSizeVPHipLength = paramValue; break; } if (vpIndex == nrParams) break; } MyVisualParameters = new byte[set.VisualParam.Length]; for (int i = 0; i < set.VisualParam.Length; i++) { MyVisualParameters[i] = set.VisualParam[i].ParamValue; } #endregion VisualParam #region TextureEntry Primitive.TextureEntry te = new Primitive.TextureEntry(DEFAULT_AVATAR_TEXTURE); for (uint i = 0; i < Textures.Length; i++) { if ((i == 0 || i == 5 || i == 6) && Client.Settings.CLIENT_IDENTIFICATION_TAG != UUID.Zero) { Primitive.TextureEntryFace face = te.CreateFace(i); face.TextureID = Client.Settings.CLIENT_IDENTIFICATION_TAG; Logger.DebugLog("Sending client identification tag: " + Client.Settings.CLIENT_IDENTIFICATION_TAG, Client); } else if (Textures[i].TextureID != UUID.Zero) { Primitive.TextureEntryFace face = te.CreateFace(i); face.TextureID = Textures[i].TextureID; Logger.DebugLog("Sending texture entry for " + (AvatarTextureIndex)i + " to " + Textures[i].TextureID, Client); } } set.ObjectData.TextureEntry = te.GetBytes(); MyTextures = te; #endregion TextureEntry #region WearableData set.WearableData = new AgentSetAppearancePacket.WearableDataBlock[BAKED_TEXTURE_COUNT]; // Build hashes for each of the bake layers from the individual components for (int bakedIndex = 0; bakedIndex < BAKED_TEXTURE_COUNT; bakedIndex++) { UUID hash = UUID.Zero; for (int wearableIndex = 0; wearableIndex < WEARABLES_PER_LAYER; wearableIndex++) { WearableType type = WEARABLE_BAKE_MAP[bakedIndex][wearableIndex]; WearableData wearable; if (type != WearableType.Invalid && Wearables.TryGetValue(type, out wearable)) hash ^= wearable.AssetID; } if (hash != UUID.Zero) { // Hash with our magic value for this baked layer hash ^= BAKED_TEXTURE_HASH[bakedIndex]; } // Tell the server what cached texture assetID to use for each bake layer set.WearableData[bakedIndex] = new AgentSetAppearancePacket.WearableDataBlock(); set.WearableData[bakedIndex].TextureIndex = BakeIndexToTextureIndex[bakedIndex]; set.WearableData[bakedIndex].CacheID = hash; Logger.DebugLog("Sending TextureIndex " + (BakeType)bakedIndex + " with CacheID " + hash, Client); } #endregion WearableData #region Agent Size // Takes into account the Shoe Heel/Platform offsets but not the HeadSize offset. Seems to work. double agentSizeBase = 1.706; // The calculation for the HeadSize scalar may be incorrect, but it seems to work double agentHeight = agentSizeBase + (agentSizeVPLegLength * .1918) + (agentSizeVPHipLength * .0375) + (agentSizeVPHeight * .12022) + (agentSizeVPHeadSize * .01117) + (agentSizeVPNeckLength * .038) + (agentSizeVPHeelHeight * .08) + (agentSizeVPPlatformHeight * .07); set.AgentData.Size = new Vector3(0.45f, 0.6f, (float)agentHeight); #endregion Agent Size if (Client.Settings.AVATAR_TRACKING) { Avatar me; if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.LocalID, out me)) { me.Textures = MyTextures; me.VisualParameters = MyVisualParameters; } } } return set; }
private void SendAgentSetAppearance() { AgentSetAppearancePacket set = new AgentSetAppearancePacket(); set.AgentData.AgentID = Network.AgentID; set.AgentData.SessionID = Network.SessionID; set.AgentData.SerialNum = SetAppearanceSerialNum++; set.VisualParam = new AgentSetAppearancePacket.VisualParamBlock[218]; float AgentSizeVPHeight = 0.0f; float AgentSizeVPHeelHeight = 0.0f; float AgentSizeVPPlatformHeight = 0.0f; float AgentSizeVPHeadSize = 0.5f; float AgentSizeVPLegLength = 0.0f; float AgentSizeVPNeckLength = 0.0f; float AgentSizeVPHipLength = 0.0f; lock (Wearables.Dictionary) { // Only for debugging output int count = 0, vpIndex = 0; // Build the visual param array foreach (KeyValuePair<int, VisualParam> kvp in VisualParams.Params) { VisualParam vp = kvp.Value; // Only Group-0 parameters are sent in AgentSetAppearance packets if (vp.Group == 0) { set.VisualParam[vpIndex] = new AgentSetAppearancePacket.VisualParamBlock(); // Try and find this value in our collection of downloaded wearables foreach (WearableData data in Wearables.Dictionary.Values) { if (data.Asset != null && data.Asset.Params.ContainsKey(vp.ParamID)) { set.VisualParam[vpIndex].ParamValue = Utils.FloatToByte(data.Asset.Params[vp.ParamID], vp.MinValue, vp.MaxValue); count++; switch (vp.ParamID) { case 33: AgentSizeVPHeight = data.Asset.Params[vp.ParamID]; break; case 198: AgentSizeVPHeelHeight = data.Asset.Params[vp.ParamID]; break; case 503: AgentSizeVPPlatformHeight = data.Asset.Params[vp.ParamID]; break; case 682: AgentSizeVPHeadSize = data.Asset.Params[vp.ParamID]; break; case 692: AgentSizeVPLegLength = data.Asset.Params[vp.ParamID]; break; case 756: AgentSizeVPNeckLength = data.Asset.Params[vp.ParamID]; break; case 842: AgentSizeVPHipLength = data.Asset.Params[vp.ParamID]; break; } break; } } ++vpIndex; } } // Build the texture entry for our agent Primitive.TextureEntry te = new Primitive.TextureEntry(DEFAULT_AVATAR_TEXTURE); // Put our AgentTextures array in to TextureEntry lock (AgentTextures) { for (uint i = 0; i < AgentTextures.Length; i++) { if (AgentTextures[i] != UUID.Zero) { Primitive.TextureEntryFace face = te.CreateFace(i); face.TextureID = AgentTextures[i]; } } } foreach (WearableData data in Wearables.Dictionary.Values) { if (data.Asset != null) { foreach (KeyValuePair<TextureIndex, UUID> texture in data.Asset.Textures) { Primitive.TextureEntryFace face = te.CreateFace((uint)texture.Key); face.TextureID = texture.Value; Log.DebugLog("Setting agent texture " + ((TextureIndex)texture.Key).ToString() + " to " + texture.Value.ToString()); } } } // Set the packet TextureEntry set.ObjectData.TextureEntry = te.GetBytes(); } // FIXME: Our hackish algorithm is making squished avatars. See // http://www.OpenMetaverse.org/wiki/Agent_Size for discussion of the correct algorithm //float height = Utils.ByteToFloat(set.VisualParam[33].ParamValue, VisualParams.Params[33].MinValue, // VisualParams.Params[33].MaxValue); // Takes into account the Shoe Heel/Platform offsets but not the Head Size Offset. But seems to work. double AgentSizeBase = 1.706; // The calculation for the Head Size scalar may be incorrect. But seems to work. double AgentHeight = AgentSizeBase + (AgentSizeVPLegLength * .1918) + (AgentSizeVPHipLength * .0375) + (AgentSizeVPHeight * .12022) + (AgentSizeVPHeadSize * .01117) + (AgentSizeVPNeckLength * .038) + (AgentSizeVPHeelHeight * .08) + (AgentSizeVPPlatformHeight * .07); set.AgentData.Size = new Vector3(0.45f, 0.6f, (float)AgentHeight); // TODO: Account for not having all the textures baked yet set.WearableData = new AgentSetAppearancePacket.WearableDataBlock[BAKED_TEXTURE_COUNT]; // Build hashes for each of the bake layers from the individual components for (int bakedIndex = 0; bakedIndex < BAKED_TEXTURE_COUNT; bakedIndex++) { UUID hash = new UUID(); for (int wearableIndex = 0; wearableIndex < WEARABLES_PER_LAYER; wearableIndex++) { WearableType type = WEARABLE_BAKE_MAP[bakedIndex][wearableIndex]; UUID assetID = GetWearableAsset(type); // Build a hash of all the texture asset IDs in this baking layer if (assetID != UUID.Zero) hash ^= assetID; } if (hash != UUID.Zero) { // Hash with our secret value for this baked layer hash ^= BAKED_TEXTURE_HASH[bakedIndex]; } // Tell the server what cached texture assetID to use for each bake layer set.WearableData[bakedIndex] = new AgentSetAppearancePacket.WearableDataBlock(); set.WearableData[bakedIndex].TextureIndex = (byte)bakedIndex; set.WearableData[bakedIndex].CacheID = hash; Log.DebugLog("Setting baked agent texture hash " + ((BakeType)bakedIndex).ToString() + " to " + hash); } // Finally, send the packet Network.SendPacket(set); }
/// <summary> /// Set the color & alpha of prim faces /// </summary> /// <param name="face"></param> /// <param name="color"></param> /// <param name="alpha"></param> public void SetFaceColorAlpha(int face, Vector3 color, double ?alpha) { Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f); float clippedAlpha = alpha.HasValue ? Util.Clip((float)alpha.Value, 0.0f, 1.0f) : 0; // The only way to get a deep copy/ If we don't do this, we can // never detect color changes further down. Byte[] buf = Shape.Textures.GetBytes(); Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length); Color4 texcolor; if (face >= 0 && face < GetNumberOfSides()) { texcolor = tex.CreateFace((uint)face).RGBA; texcolor.R = clippedColor.X; texcolor.G = clippedColor.Y; texcolor.B = clippedColor.Z; if (alpha.HasValue) { texcolor.A = clippedAlpha; } tex.FaceTextures[face].RGBA = texcolor; UpdateTextureEntry(tex.GetBytes()); return; } else if (face == ALL_SIDES) { for (uint i = 0; i < GetNumberOfSides(); i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; texcolor.R = clippedColor.X; texcolor.G = clippedColor.Y; texcolor.B = clippedColor.Z; if (alpha.HasValue) { texcolor.A = clippedAlpha; } tex.FaceTextures[i].RGBA = texcolor; } texcolor = tex.DefaultTexture.RGBA; texcolor.R = clippedColor.X; texcolor.G = clippedColor.Y; texcolor.B = clippedColor.Z; if (alpha.HasValue) { texcolor.A = clippedAlpha; } tex.DefaultTexture.RGBA = texcolor; } UpdateTextureEntry(tex.GetBytes()); return; } }
public byte[] RenderMaterialsPostCap(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse) { MainConsole.Instance.Debug("[MaterialsDemoModule]: POST cap handler"); OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request); OSDMap resp = new OSDMap(); OSDMap materialsFromViewer = null; OSDArray respArr = new OSDArray(); if (req.ContainsKey("Zipped")) { OSD osd = null; byte[] inBytes = req["Zipped"].AsBinary(); try { osd = ZDecompressBytesToOsd(inBytes); if (osd != null) { if (osd is OSDArray) // assume array of MaterialIDs designating requested material entries { foreach (OSD elem in (OSDArray)osd) { try { UUID id = new UUID(elem.AsBinary(), 0); AssetBase materialAsset = null; if (m_knownMaterials.ContainsKey(id)) { MainConsole.Instance.Info("[MaterialsDemoModule]: request for known material ID: " + id.ToString()); OSDMap matMap = new OSDMap(); matMap["ID"] = elem.AsBinary(); matMap["Material"] = m_knownMaterials[id]; respArr.Add(matMap); } else if ((materialAsset = m_scene.AssetService.Get(id.ToString())) != null) { MainConsole.Instance.Info("[MaterialsDemoModule]: request for stored material ID: " + id.ToString()); OSDMap matMap = new OSDMap(); matMap["ID"] = elem.AsBinary(); matMap["Material"] = (OSDMap)OSDParser.DeserializeJson( Encoding.UTF8.GetString(materialAsset.Data)); respArr.Add(matMap); } else MainConsole.Instance.Info("[MaterialsDemoModule]: request for UNKNOWN material ID: " + id.ToString()); } catch (Exception) { // report something here? continue; } } } else if (osd is OSDMap) // request to assign a material { materialsFromViewer = osd as OSDMap; if (materialsFromViewer.ContainsKey("FullMaterialsPerFace")) { OSD matsOsd = materialsFromViewer["FullMaterialsPerFace"]; if (matsOsd is OSDArray) { OSDArray matsArr = matsOsd as OSDArray; try { foreach (OSDMap matsMap in matsArr) { MainConsole.Instance.Debug("[MaterialsDemoModule]: processing matsMap: " + OSDParser.SerializeJsonString(matsMap)); uint matLocalID = 0; try { matLocalID = matsMap["ID"].AsUInteger(); } catch (Exception e) { MainConsole.Instance.Warn("[MaterialsDemoModule]: cannot decode \"ID\" from matsMap: " + e.Message); } MainConsole.Instance.Debug("[MaterialsDemoModule]: matLocalId: " + matLocalID.ToString()); OSDMap mat = null; try { mat = matsMap["Material"] as OSDMap; } catch (Exception e) { MainConsole.Instance.Warn("[MaterialsDemoModule]: cannot decode \"Material\" from matsMap: " + e.Message); } MainConsole.Instance.Debug("[MaterialsDemoModule]: mat: " + OSDParser.SerializeJsonString(mat)); UUID id = HashOsd(mat); m_knownMaterials[id] = mat; var sop = m_scene.GetSceneObjectPart(matLocalID); if (sop == null) MainConsole.Instance.Debug("[MaterialsDemoModule]: null SOP for localId: " + matLocalID.ToString()); else { var te = new Primitive.TextureEntry(sop.Shape.TextureEntry, 0, sop.Shape.TextureEntry.Length); if (te == null) { MainConsole.Instance.Debug("[MaterialsDemoModule]: null TextureEntry for localId: " + matLocalID.ToString()); } else { int face = -1; if (matsMap.ContainsKey("Face")) { face = matsMap["Face"].AsInteger(); if (te.FaceTextures == null) // && face == 0) { if (te.DefaultTexture == null) MainConsole.Instance.Debug("[MaterialsDemoModule]: te.DefaultTexture is null"); else { te.DefaultTexture.MaterialID = id; } } else { if (te.FaceTextures.Length >= face - 1) { if (te.FaceTextures[face] == null) te.DefaultTexture.MaterialID = id; else te.FaceTextures[face].MaterialID = id; } } } else { if (te.DefaultTexture != null) te.DefaultTexture.MaterialID = id; } MainConsole.Instance.Debug("[MaterialsDemoModule]: setting material ID for face " + face.ToString() + " to " + id.ToString()); //we cant use sop.UpdateTextureEntry(te); because it filters so do it manually if (sop.ParentEntity != null) { sop.Shape.TextureEntry = te.GetBytes(); sop.TriggerScriptChangedEvent(Changed.TEXTURE); sop.ParentEntity.HasGroupChanged = true; sop.ScheduleUpdate(PrimUpdateFlags.FullUpdate); AssetBase asset = new AssetBase(id, "RenderMaterial", AssetType.Texture, sop.OwnerID) { Data = Encoding.UTF8.GetBytes( OSDParser.SerializeJsonString(mat)) }; m_scene.AssetService.Store(asset); StoreMaterialsForPart(sop); } } } } } catch (Exception e) { MainConsole.Instance.Warn("[MaterialsDemoModule]: exception processing received material: " + e.ToString()); } } } } } } catch (Exception e) { MainConsole.Instance.Warn("[MaterialsDemoModule]: exception decoding zipped CAP payload: " + e.ToString()); } MainConsole.Instance.Debug("[MaterialsDemoModule]: knownMaterials.Count: " + m_knownMaterials.Count.ToString()); } resp["Zipped"] = ZCompressOSD(respArr, false); string response = OSDParser.SerializeLLSDXmlString(resp); //MainConsole.Instance.Debug("[MaterialsDemoModule]: cap request: " + request); MainConsole.Instance.Debug("[MaterialsDemoModule]: cap request (zipped portion): " + ZippedOsdBytesToString(req["Zipped"].AsBinary())); MainConsole.Instance.Debug("[MaterialsDemoModule]: cap response: " + response); return OSDParser.SerializeLLSDBinary(resp); }
/// <summary> /// Parses ad request /// </summary> /// <param name="request"></param> /// <param name="response"></param> /// <param name="AgentId"></param> /// <returns></returns> public byte[] ProcessAdd(Stream request, OSHttpResponse response, UUID AgentId) { IScenePresence avatar; if (!m_scene.TryGetScenePresence(AgentId, out avatar)) return MainServer.BlankResponse; OSDMap r = (OSDMap) OSDParser.Deserialize(HttpServerHandlerHelpers.ReadFully(request)); UploadObjectAssetMessage message = new UploadObjectAssetMessage(); try { message.Deserialize(r); } catch (Exception ex) { MainConsole.Instance.Error("[UploadObjectAssetModule]: Error deserializing message " + ex); message = null; } if (message == null) { response.StatusCode = 400; //501; //410; //404; return Encoding.UTF8.GetBytes( "<llsd><map><key>error</key><string>Error parsing Object</string></map></llsd>"); } Vector3 pos = avatar.AbsolutePosition + (Vector3.UnitX*avatar.Rotation); Quaternion rot = Quaternion.Identity; Vector3 rootpos = Vector3.Zero; SceneObjectGroup rootGroup = null; SceneObjectGroup[] allparts = new SceneObjectGroup[message.Objects.Length]; for (int i = 0; i < message.Objects.Length; i++) { UploadObjectAssetMessage.Object obj = message.Objects[i]; PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox(); if (i == 0) { rootpos = obj.Position; } // Combine the extraparams data into it's ugly blob again.... //int bytelength = 0; //for (int extparams = 0; extparams < obj.ExtraParams.Length; extparams++) //{ // bytelength += obj.ExtraParams[extparams].ExtraParamData.Length; //} //byte[] extraparams = new byte[bytelength]; //int position = 0; //for (int extparams = 0; extparams < obj.ExtraParams.Length; extparams++) //{ // Buffer.BlockCopy(obj.ExtraParams[extparams].ExtraParamData, 0, extraparams, position, // obj.ExtraParams[extparams].ExtraParamData.Length); // // position += obj.ExtraParams[extparams].ExtraParamData.Length; // } //pbs.ExtraParams = extraparams; foreach (UploadObjectAssetMessage.Object.ExtraParam extraParam in obj.ExtraParams) { switch ((ushort) extraParam.Type) { case (ushort) ExtraParamType.Sculpt: Primitive.SculptData sculpt = new Primitive.SculptData(extraParam.ExtraParamData, 0); pbs.SculptEntry = true; pbs.SculptTexture = obj.SculptID; pbs.SculptType = (byte) sculpt.Type; break; case (ushort) ExtraParamType.Flexible: Primitive.FlexibleData flex = new Primitive.FlexibleData(extraParam.ExtraParamData, 0); pbs.FlexiEntry = true; pbs.FlexiDrag = flex.Drag; pbs.FlexiForceX = flex.Force.X; pbs.FlexiForceY = flex.Force.Y; pbs.FlexiForceZ = flex.Force.Z; pbs.FlexiGravity = flex.Gravity; pbs.FlexiSoftness = flex.Softness; pbs.FlexiTension = flex.Tension; pbs.FlexiWind = flex.Wind; break; case (ushort) ExtraParamType.Light: Primitive.LightData light = new Primitive.LightData(extraParam.ExtraParamData, 0); pbs.LightColorA = light.Color.A; pbs.LightColorB = light.Color.B; pbs.LightColorG = light.Color.G; pbs.LightColorR = light.Color.R; pbs.LightCutoff = light.Cutoff; pbs.LightEntry = true; pbs.LightFalloff = light.Falloff; pbs.LightIntensity = light.Intensity; pbs.LightRadius = light.Radius; break; case 0x40: pbs.ReadProjectionData(extraParam.ExtraParamData, 0); break; } } pbs.PathBegin = (ushort) obj.PathBegin; pbs.PathCurve = (byte) obj.PathCurve; pbs.PathEnd = (ushort) obj.PathEnd; pbs.PathRadiusOffset = (sbyte) obj.RadiusOffset; pbs.PathRevolutions = (byte) obj.Revolutions; pbs.PathScaleX = (byte) obj.ScaleX; pbs.PathScaleY = (byte) obj.ScaleY; pbs.PathShearX = (byte) obj.ShearX; pbs.PathShearY = (byte) obj.ShearY; pbs.PathSkew = (sbyte) obj.Skew; pbs.PathTaperX = (sbyte) obj.TaperX; pbs.PathTaperY = (sbyte) obj.TaperY; pbs.PathTwist = (sbyte) obj.Twist; pbs.PathTwistBegin = (sbyte) obj.TwistBegin; pbs.HollowShape = (HollowShape) obj.ProfileHollow; pbs.PCode = (byte) PCode.Prim; pbs.ProfileBegin = (ushort) obj.ProfileBegin; pbs.ProfileCurve = (byte) obj.ProfileCurve; pbs.ProfileEnd = (ushort) obj.ProfileEnd; pbs.Scale = obj.Scale; pbs.State = 0; SceneObjectPart prim = new SceneObjectPart(AgentId, pbs, obj.Position, obj.Rotation, Vector3.Zero, obj.Name) { UUID = UUID.Random(), CreatorID = AgentId, OwnerID = AgentId, GroupID = obj.GroupID }; prim.LastOwnerID = prim.OwnerID; prim.CreationDate = Util.UnixTimeSinceEpoch(); prim.Name = obj.Name; prim.Description = ""; prim.PayPrice[0] = -2; prim.PayPrice[1] = -2; prim.PayPrice[2] = -2; prim.PayPrice[3] = -2; prim.PayPrice[4] = -2; Primitive.TextureEntry tmp = new Primitive.TextureEntry(UUID.Parse("89556747-24cb-43ed-920b-47caed15465f")); for (int j = 0; j < obj.Faces.Length; j++) { UploadObjectAssetMessage.Object.Face face = obj.Faces[j]; Primitive.TextureEntryFace primFace = tmp.CreateFace((uint) j); primFace.Bump = face.Bump; primFace.RGBA = face.Color; primFace.Fullbright = face.Fullbright; primFace.Glow = face.Glow; primFace.TextureID = face.ImageID; primFace.Rotation = face.ImageRot; primFace.MediaFlags = ((face.MediaFlags & 1) != 0); primFace.OffsetU = face.OffsetS; primFace.OffsetV = face.OffsetT; primFace.RepeatU = face.ScaleS; primFace.RepeatV = face.ScaleT; primFace.TexMapType = (MappingType) (face.MediaFlags & 6); } pbs.TextureEntry = tmp.GetBytes(); prim.Shape = pbs; prim.Scale = obj.Scale; SceneObjectGroup grp = new SceneObjectGroup(prim, m_scene); prim.ParentID = 0; if (i == 0) rootGroup = grp; grp.AbsolutePosition = obj.Position; prim.SetRotationOffset(true, obj.Rotation, true); grp.RootPart.IsAttachment = false; string reason; if (m_scene.Permissions.CanRezObject(1, avatar.UUID, pos, out reason)) { m_scene.SceneGraph.AddPrimToScene(grp); grp.AbsolutePosition = obj.Position; } else { //Stop now then avatar.ControllingClient.SendAlertMessage("You do not have permission to rez objects here: " + reason); return MainServer.BlankResponse; } allparts[i] = grp; } for (int j = 1; j < allparts.Length; j++) { rootGroup.LinkToGroup(allparts[j]); } rootGroup.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate); pos = m_scene.SceneGraph.GetNewRezLocation(Vector3.Zero, rootpos, UUID.Zero, rot, 1, 1, true, allparts[0].GroupScale(), false); OSDMap map = new OSDMap(); map["local_id"] = allparts[0].LocalId; return OSDParser.SerializeLLSDXmlBytes(map); }
private Tuple<RenderMaterials, byte[]> ExtractRenderMaterials(dynamic osPart) { var te = new Primitive.TextureEntry(osPart.Shape.TextureEntry, 0, osPart.Shape.TextureEntry.Length); var materialTextureIds = new List<Guid>(); var mats = new RenderMaterials(); if (te.DefaultTexture != null) { te.DefaultTexture.MaterialID = ExtractMaterial(te.DefaultTexture.MaterialID.Guid, mats); } foreach (Primitive.TextureEntryFace face in te.FaceTextures) { if (face != null) { face.MaterialID = ExtractMaterial(face.MaterialID.Guid, mats); } } return new Tuple<RenderMaterials, byte[]>(mats, te.GetBytes()); }