From 481c00f50a1961ac77e800d64a68e9c30a4b69de Mon Sep 17 00:00:00 2001
From: SignpostMarv
Date: Mon, 20 Aug 2012 09:31:29 +0100
Subject: refactoring out SetFaceColor
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 67 +++++-----------------
1 file changed, 15 insertions(+), 52 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
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
}
///
- /// Set the color of prim faces
- ///
- ///
- ///
- public void SetFaceColor(Vector3 color, int face)
- {
- Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
-
- // 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;
- 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;
- tex.FaceTextures[i].RGBA = texcolor;
- }
- texcolor = tex.DefaultTexture.RGBA;
- texcolor.R = clippedColor.X;
- texcolor.G = clippedColor.Y;
- texcolor.B = clippedColor.Z;
- tex.DefaultTexture.RGBA = texcolor;
- }
- UpdateTextureEntry(tex.GetBytes());
- return;
- }
- }
-
- ///
/// Set the color & alpha of prim faces
///
///
///
///
- public void SetFaceColorAlpha(int face, Vector3 color, double alpha)
+ public void SetFaceColorAlpha(int face, Vector3 color, double ?alpha)
{
Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
- float clippedAlpha = Util.Clip((float)alpha, 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.
@@ -2919,7 +2873,10 @@ namespace OpenSim.Region.Framework.Scenes
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
- texcolor.A = clippedAlpha;
+ if (alpha.HasValue)
+ {
+ texcolor.A = clippedAlpha;
+ }
tex.FaceTextures[face].RGBA = texcolor;
UpdateTextureEntry(tex.GetBytes());
return;
@@ -2934,14 +2891,20 @@ namespace OpenSim.Region.Framework.Scenes
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
- texcolor.A = clippedAlpha;
+ 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;
- texcolor.A = clippedAlpha;
+ if (alpha.HasValue)
+ {
+ texcolor.A = clippedAlpha;
+ }
tex.DefaultTexture.RGBA = texcolor;
}
UpdateTextureEntry(tex.GetBytes());
--
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