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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs67
1 files changed, 15 insertions, 52 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 098b2d9..2a9ee3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2851,62 +2851,16 @@ namespace OpenSim.Region.Framework.Scenes
2851 } 2851 }
2852 2852
2853 /// <summary> 2853 /// <summary>
2854 /// Set the color of prim faces
2855 /// </summary>
2856 /// <param name="color"></param>
2857 /// <param name="face"></param>
2858 public void SetFaceColor(Vector3 color, int face)
2859 {
2860 Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
2861
2862 // The only way to get a deep copy/ If we don't do this, we can
2863 // never detect color changes further down.
2864 Byte[] buf = Shape.Textures.GetBytes();
2865 Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length);
2866 Color4 texcolor;
2867 if (face >= 0 && face < GetNumberOfSides())
2868 {
2869 texcolor = tex.CreateFace((uint)face).RGBA;
2870 texcolor.R = clippedColor.X;
2871 texcolor.G = clippedColor.Y;
2872 texcolor.B = clippedColor.Z;
2873 tex.FaceTextures[face].RGBA = texcolor;
2874 UpdateTextureEntry(tex.GetBytes());
2875 return;
2876 }
2877 else if (face == ALL_SIDES)
2878 {
2879 for (uint i = 0; i < GetNumberOfSides(); i++)
2880 {
2881 if (tex.FaceTextures[i] != null)
2882 {
2883 texcolor = tex.FaceTextures[i].RGBA;
2884 texcolor.R = clippedColor.X;
2885 texcolor.G = clippedColor.Y;
2886 texcolor.B = clippedColor.Z;
2887 tex.FaceTextures[i].RGBA = texcolor;
2888 }
2889 texcolor = tex.DefaultTexture.RGBA;
2890 texcolor.R = clippedColor.X;
2891 texcolor.G = clippedColor.Y;
2892 texcolor.B = clippedColor.Z;
2893 tex.DefaultTexture.RGBA = texcolor;
2894 }
2895 UpdateTextureEntry(tex.GetBytes());
2896 return;
2897 }
2898 }
2899
2900 /// <summary>
2901 /// Set the color & alpha of prim faces 2854 /// Set the color & alpha of prim faces
2902 /// </summary> 2855 /// </summary>
2903 /// <param name="face"></param> 2856 /// <param name="face"></param>
2904 /// <param name="color"></param> 2857 /// <param name="color"></param>
2905 /// <param name="alpha"></param> 2858 /// <param name="alpha"></param>
2906 public void SetFaceColorAlpha(int face, Vector3 color, double alpha) 2859 public void SetFaceColorAlpha(int face, Vector3 color, double ?alpha)
2907 { 2860 {
2908 Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f); 2861 Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
2909 float clippedAlpha = Util.Clip((float)alpha, 0.0f, 1.0f); 2862 float clippedAlpha = alpha.HasValue ?
2863 Util.Clip((float)alpha.Value, 0.0f, 1.0f) : 0;
2910 2864
2911 // The only way to get a deep copy/ If we don't do this, we can 2865 // The only way to get a deep copy/ If we don't do this, we can
2912 // never detect color changes further down. 2866 // never detect color changes further down.
@@ -2919,7 +2873,10 @@ namespace OpenSim.Region.Framework.Scenes
2919 texcolor.R = clippedColor.X; 2873 texcolor.R = clippedColor.X;
2920 texcolor.G = clippedColor.Y; 2874 texcolor.G = clippedColor.Y;
2921 texcolor.B = clippedColor.Z; 2875 texcolor.B = clippedColor.Z;
2922 texcolor.A = clippedAlpha; 2876 if (alpha.HasValue)
2877 {
2878 texcolor.A = clippedAlpha;
2879 }
2923 tex.FaceTextures[face].RGBA = texcolor; 2880 tex.FaceTextures[face].RGBA = texcolor;
2924 UpdateTextureEntry(tex.GetBytes()); 2881 UpdateTextureEntry(tex.GetBytes());
2925 return; 2882 return;
@@ -2934,14 +2891,20 @@ namespace OpenSim.Region.Framework.Scenes
2934 texcolor.R = clippedColor.X; 2891 texcolor.R = clippedColor.X;
2935 texcolor.G = clippedColor.Y; 2892 texcolor.G = clippedColor.Y;
2936 texcolor.B = clippedColor.Z; 2893 texcolor.B = clippedColor.Z;
2937 texcolor.A = clippedAlpha; 2894 if (alpha.HasValue)
2895 {
2896 texcolor.A = clippedAlpha;
2897 }
2938 tex.FaceTextures[i].RGBA = texcolor; 2898 tex.FaceTextures[i].RGBA = texcolor;
2939 } 2899 }
2940 texcolor = tex.DefaultTexture.RGBA; 2900 texcolor = tex.DefaultTexture.RGBA;
2941 texcolor.R = clippedColor.X; 2901 texcolor.R = clippedColor.X;
2942 texcolor.G = clippedColor.Y; 2902 texcolor.G = clippedColor.Y;
2943 texcolor.B = clippedColor.Z; 2903 texcolor.B = clippedColor.Z;
2944 texcolor.A = clippedAlpha; 2904 if (alpha.HasValue)
2905 {
2906 texcolor.A = clippedAlpha;
2907 }
2945 tex.DefaultTexture.RGBA = texcolor; 2908 tex.DefaultTexture.RGBA = texcolor;
2946 } 2909 }
2947 UpdateTextureEntry(tex.GetBytes()); 2910 UpdateTextureEntry(tex.GetBytes());