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authorCharles Krinke2008-08-24 18:37:51 +0000
committerCharles Krinke2008-08-24 18:37:51 +0000
commit032a4ee9b5d6081ba05bd38590e55d511f9ae7db (patch)
treef931ff80fbd1ee424b13d59043aff1661ca1a5c7 /OpenSim/Region
parentMantis#2027. Thank you kindly, HomerHorwitz for a patch that addresses: (diff)
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Mantis#2043. Thank you kindly, Ralphos for a patch that addresses:
The version of llSetLinkPrimitiveParams in LSL_BuiltIn_Commands.cs has not been kept in sync with the additional functionality made recently to the llSetLinkPrimitiveParams implementation in LSL_Api.cs which includes support for setting glow, full bright and other privative parameters. A patch to LSL_BuiltIn_Commands.cs is provided the incorperates this functionality (duplicated).
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs174
1 files changed, 174 insertions, 0 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
index 2b06e3d..103ffff 100644
--- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
+++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
@@ -1161,6 +1161,106 @@ namespace OpenSim.Region.ScriptEngine.Common
1161 } 1161 }
1162 } 1162 }
1163 1163
1164 public void SetGlow(SceneObjectPart part, int face, float glow)
1165 {
1166 LLObject.TextureEntry tex = part.Shape.Textures;
1167 if (face > -1)
1168 {
1169 tex.CreateFace((uint)face);
1170 tex.FaceTextures[face].Glow = glow;
1171 part.UpdateTexture(tex);
1172 return;
1173 }
1174 else if (face == -1)
1175 {
1176 for (uint i = 0; i < 32; i++)
1177 {
1178 if (tex.FaceTextures[i] != null)
1179 {
1180 tex.FaceTextures[i].Glow = glow;
1181 }
1182 tex.DefaultTexture.Glow = glow;
1183 }
1184 part.UpdateTexture(tex);
1185 return;
1186 }
1187 }
1188
1189 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1190 {
1191
1192 Shininess sval = new Shininess();
1193
1194 switch (shiny)
1195 {
1196 case 0:
1197 sval = Shininess.None;
1198 break;
1199 case 1:
1200 sval = Shininess.Low;
1201 break;
1202 case 2:
1203 sval = Shininess.Medium;
1204 break;
1205 case 3:
1206 sval = Shininess.High;
1207 break;
1208 default:
1209 sval = Shininess.None;
1210 break;
1211 }
1212
1213 LLObject.TextureEntry tex = part.Shape.Textures;
1214 if (face > -1)
1215 {
1216 tex.CreateFace((uint)face);
1217 tex.FaceTextures[face].Shiny = sval;
1218 tex.FaceTextures[face].Bump = bump;
1219 part.UpdateTexture(tex);
1220 return;
1221 }
1222 else if (face == -1)
1223 {
1224 for (uint i = 0; i < 32; i++)
1225 {
1226 if (tex.FaceTextures[i] != null)
1227 {
1228 tex.FaceTextures[i].Shiny = sval;
1229 tex.FaceTextures[i].Bump = bump; ;
1230 }
1231 tex.DefaultTexture.Shiny = sval;
1232 tex.DefaultTexture.Bump = bump;
1233 }
1234 part.UpdateTexture(tex);
1235 return;
1236 }
1237 }
1238
1239 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1240 {
1241 LLObject.TextureEntry tex = part.Shape.Textures;
1242 if (face > -1)
1243 {
1244 tex.CreateFace((uint)face);
1245 tex.FaceTextures[face].Fullbright = bright;
1246 part.UpdateTexture(tex);
1247 return;
1248 }
1249 else if (face == -1)
1250 {
1251 for (uint i = 0; i < 32; i++)
1252 {
1253 if (tex.FaceTextures[i] != null)
1254 {
1255 tex.FaceTextures[i].Fullbright = bright;
1256 }
1257 }
1258 tex.DefaultTexture.Fullbright = bright;
1259 part.UpdateTexture(tex);
1260 return;
1261 }
1262 }
1263
1164 public double llGetAlpha(int face) 1264 public double llGetAlpha(int face)
1165 { 1265 {
1166 m_host.AddScriptLPS(1); 1266 m_host.AddScriptLPS(1);
@@ -5773,6 +5873,80 @@ namespace OpenSim.Region.ScriptEngine.Common
5773 SetPointLight(part, (light == 1), lightcolor, intensity, radius, falloff); 5873 SetPointLight(part, (light == 1), lightcolor, intensity, radius, falloff);
5774 5874
5775 break; 5875 break;
5876 case (int)BuiltIn_Commands_BaseClass.PRIM_GLOW:
5877 if (remain < 2)
5878 return;
5879 face = Convert.ToInt32(rules.Data[idx++]);
5880 float glow = (float)Convert.ToDouble(rules.Data[idx++]);
5881
5882 SetGlow(part, face, glow);
5883
5884 break;
5885 case (int)BuiltIn_Commands_BaseClass.PRIM_BUMP_SHINY:
5886 if (remain < 3)
5887 return;
5888 face = Convert.ToInt32(rules.Data[idx++]);
5889 int shiny = Convert.ToInt32(rules.Data[idx++]);
5890 Bumpiness bump = (Bumpiness)Convert.ToByte(rules.Data[idx++]);
5891
5892 SetShiny(part, face, shiny, bump);
5893
5894 break;
5895 case (int)BuiltIn_Commands_BaseClass.PRIM_FULLBRIGHT:
5896 if (remain < 2)
5897 return;
5898 face = Convert.ToInt32(rules.Data[idx++]);
5899 string bv = rules.Data[idx++].ToString();
5900 bool st;
5901 if (bv.Equals("1"))
5902 st = true;
5903 else
5904 st = false;
5905
5906 SetFullBright(part, face, st);
5907 break;
5908 case (int)BuiltIn_Commands_BaseClass.PRIM_MATERIAL:
5909 if (remain < 1)
5910 return;
5911 if (part != null)
5912 {
5913 /* Unhandled at this time - sends "Unhandled" message
5914 will enable when available
5915 byte material = (byte)Convert.ToByte( rules.Data[idx++]);
5916 part.Material = material;
5917 */
5918 return;
5919 }
5920 break;
5921 case (int)BuiltIn_Commands_BaseClass.PRIM_PHANTOM:
5922 if (remain < 1)
5923 return;
5924
5925 string ph = rules.Data[idx++].ToString();
5926 bool phantom;
5927
5928 if (ph.Equals("1"))
5929 phantom = true;
5930 else
5931 phantom = false;
5932
5933 part.ScriptSetPhantomStatus(phantom);
5934 part.ScheduleFullUpdate();
5935 break;
5936 case (int)BuiltIn_Commands_BaseClass.PRIM_PHYSICS:
5937 if (remain < 1)
5938 return;
5939 string phy = rules.Data[idx++].ToString();
5940 bool physics;
5941
5942 if (phy.Equals("1"))
5943 physics = true;
5944 else
5945 physics = false;
5946
5947 m_host.ScriptSetPhysicsStatus(physics);
5948 part.ScheduleFullUpdate();
5949 break;
5776 } 5950 }
5777 } 5951 }
5778 } 5952 }