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-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs16
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs56
2 files changed, 56 insertions, 16 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
index 0e9f228..d38ef61 100644
--- a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -97,17 +97,17 @@ namespace OpenSim.Region.Framework.Scenes
97 { 97 {
98 public UUID ID; 98 public UUID ID;
99 public UUID NormalMapID = UUID.Zero; 99 public UUID NormalMapID = UUID.Zero;
100 public float NormalOffsetX = 1.0f; 100 public float NormalOffsetX = 0.0f;
101 public float NormalOffsetY = 1.0f; 101 public float NormalOffsetY = 0.0f;
102 public float NormalRepeatX = 0.0f; 102 public float NormalRepeatX = 1.0f;
103 public float NormalRepeatY = 0.0f; 103 public float NormalRepeatY = 1.0f;
104 public float NormalRotation = 0.0f; 104 public float NormalRotation = 0.0f;
105 105
106 public UUID SpecularMapID = UUID.Zero; 106 public UUID SpecularMapID = UUID.Zero;
107 public float SpecularOffsetX = 1.0f; 107 public float SpecularOffsetX = 0.0f;
108 public float SpecularOffsetY = 1.0f; 108 public float SpecularOffsetY = 0.0f;
109 public float SpecularRepeatX = 0.0f; 109 public float SpecularRepeatX = 1.0f;
110 public float SpecularRepeatY = 0.0f; 110 public float SpecularRepeatY = 1.0f;
111 public float SpecularRotation = 0.0f; 111 public float SpecularRotation = 0.0f;
112 112
113 public Color4 SpecularLightColor = new Color4(255,255,255,255); 113 public Color4 SpecularLightColor = new Color4(255,255,255,255);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 6cbdf0a..47c3cb8 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -11311,7 +11311,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11311 for (face = 0; face < GetNumberOfSides(part); face++) 11311 for (face = 0; face < GetNumberOfSides(part); face++)
11312 { 11312 {
11313 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 11313 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
11314 getLSLFaceMaterial(ref res, code, texface); 11314 getLSLFaceMaterial(ref res, code, part, texface);
11315 } 11315 }
11316 } 11316 }
11317 else 11317 else
@@ -11319,7 +11319,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11319 if (face >= 0 && face < GetNumberOfSides(part)) 11319 if (face >= 0 && face < GetNumberOfSides(part))
11320 { 11320 {
11321 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 11321 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
11322 getLSLFaceMaterial(ref res, code, texface); 11322 getLSLFaceMaterial(ref res, code, part, texface);
11323 } 11323 }
11324 } 11324 }
11325 break; 11325 break;
@@ -11337,7 +11337,38 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11337 return new LSL_List(); 11337 return new LSL_List();
11338 } 11338 }
11339 11339
11340 private void getLSLFaceMaterial(ref LSL_List res, int code, Primitive.TextureEntryFace texface) 11340/*
11341 private string filterTextureUUIDbyRights(UUID origID, SceneObjectPart part, bool checkTaskInventory, bool returnInvName)
11342 {
11343 if(checkTaskInventory)
11344 {
11345 lock (part.TaskInventory)
11346 {
11347 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in part.TaskInventory)
11348 {
11349 if (inv.Value.AssetID == origID)
11350 {
11351 if(inv.Value.InvType == (int)InventoryType.Texture)
11352 {
11353 if(returnInvName)
11354 return inv.Value.Name;
11355 else
11356 return origID.ToString();
11357 }
11358 else
11359 return UUID.Zero.ToString();
11360 }
11361 }
11362 }
11363 }
11364
11365 if(World.Permissions.CanEditObject(m_host.ParentGroup.UUID, m_host.ParentGroup.RootPart.OwnerID))
11366 return origID.ToString();
11367
11368 return UUID.Zero.ToString();
11369 }
11370*/
11371 private void getLSLFaceMaterial(ref LSL_List res, int code, SceneObjectPart part, Primitive.TextureEntryFace texface)
11341 { 11372 {
11342 UUID matID = texface.MaterialID; 11373 UUID matID = texface.MaterialID;
11343 if(matID != UUID.Zero) 11374 if(matID != UUID.Zero)
@@ -11349,20 +11380,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11349 OSDMap osdmat = (OSDMap)OSDParser.DeserializeLLSDXml(data); 11380 OSDMap osdmat = (OSDMap)OSDParser.DeserializeLLSDXml(data);
11350 if(osdmat != null && osdmat.ContainsKey("NormMap")) 11381 if(osdmat != null && osdmat.ContainsKey("NormMap"))
11351 { 11382 {
11383 string mapIDstr;
11352 FaceMaterial mat = new FaceMaterial(matID, osdmat); 11384 FaceMaterial mat = new FaceMaterial(matID, osdmat);
11353 if(code == ScriptBaseClass.PRIM_NORMAL) 11385 if(code == ScriptBaseClass.PRIM_NORMAL)
11354 { 11386 {
11355 res.Add(new LSL_String(mat.NormalMapID.ToString())); 11387// mapIDstr = filterTextureUUIDbyRights(mat.NormalMapID, part, true, false);
11356 res.Add(new LSL_Vector(mat.NormalOffsetX, mat.NormalOffsetY, 0)); 11388 mapIDstr = mat.NormalMapID.ToString();
11389 res.Add(new LSL_String(mapIDstr));
11357 res.Add(new LSL_Vector(mat.NormalRepeatX, mat.NormalRepeatY, 0)); 11390 res.Add(new LSL_Vector(mat.NormalRepeatX, mat.NormalRepeatY, 0));
11391 res.Add(new LSL_Vector(mat.NormalOffsetX, mat.NormalOffsetY, 0));
11358 res.Add(new LSL_Float(mat.NormalRotation)); 11392 res.Add(new LSL_Float(mat.NormalRotation));
11359 } 11393 }
11360 else if(code == ScriptBaseClass.PRIM_SPECULAR ) 11394 else if(code == ScriptBaseClass.PRIM_SPECULAR )
11361 { 11395 {
11362 res.Add(new LSL_String(mat.SpecularMapID.ToString())); 11396// mapIDstr = filterTextureUUIDbyRights(mat.SpecularMapID, part, true, false);
11363 res.Add(new LSL_Vector(mat.SpecularOffsetX, mat.SpecularOffsetY, 0)); 11397 const float colorScale = 1.0f/255f;
11398 mapIDstr = mat.SpecularMapID.ToString();
11399 res.Add(new LSL_String(mapIDstr));
11364 res.Add(new LSL_Vector(mat.SpecularRepeatX, mat.SpecularRepeatY, 0)); 11400 res.Add(new LSL_Vector(mat.SpecularRepeatX, mat.SpecularRepeatY, 0));
11365 res.Add(new LSL_Vector(mat.SpecularLightColor.R, mat.SpecularLightColor.G, mat.SpecularLightColor.B)); 11401 res.Add(new LSL_Vector(mat.SpecularOffsetX, mat.SpecularOffsetY, 0));
11402 res.Add(new LSL_Float(mat.SpecularRotation));
11403 res.Add(new LSL_Vector(mat.SpecularLightColor.R * colorScale,
11404 mat.SpecularLightColor.G * colorScale,
11405 mat.SpecularLightColor.B * colorScale));
11366 res.Add(new LSL_Integer(mat.SpecularLightExponent)); 11406 res.Add(new LSL_Integer(mat.SpecularLightExponent));
11367 res.Add(new LSL_Integer(mat.EnvironmentIntensity)); 11407 res.Add(new LSL_Integer(mat.EnvironmentIntensity));
11368 } 11408 }