From e3f229225c5a1506090bfcffcce6d423a566f1fe Mon Sep 17 00:00:00 2001
From: unknown
Date: Wed, 9 Dec 2009 01:34:26 +0100
Subject: Enable scripting interface for windlight
---
.../Shared/Api/Implementation/OSSL_Api.cs | 333 +++++++++++++++++++++
1 file changed, 333 insertions(+)
(limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs')
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 7f739b1..33c67d5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -42,6 +42,7 @@ using OpenSim.Region.CoreModules.Avatar.NPC;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Hypergrid;
+using OpenSim.Region.CoreModules.World.Meta7Windlight;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
@@ -1974,5 +1975,337 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return ret;
}
+ ///
+ /// Get the current Windlight scene
+ ///
+ /// List of windlight parameters
+ public LSL_List osGetWindlightScene(LSL_List rules)
+ {
+ CheckThreatLevel(ThreatLevel.Low, "osGetWindlightScene");
+ m_host.AddScriptLPS(1);
+ RegionMeta7WindlightData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings;
+
+ LSL_List values = new LSL_List();
+ int idx = 0;
+ while (idx < rules.Length)
+ {
+ uint rule = (uint)rules.GetLSLIntegerItem(idx);
+ LSL_List toadd = new LSL_List();
+
+ switch (rule)
+ {
+ case (int)ScriptBaseClass.WL_AMBIENT:
+ toadd.Add(new LSL_Rotation(wl.ambient.X, wl.ambient.Y, wl.ambient.Z, wl.ambient.W));
+ break;
+ case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
+ toadd.Add(new LSL_Vector(wl.bigWaveDirection.X, wl.bigWaveDirection.Y, 0.0f));
+ break;
+ case (int)ScriptBaseClass.WL_BLUE_DENSITY:
+ toadd.Add(new LSL_Rotation(wl.blueDensity.X, wl.blueDensity.Y, wl.blueDensity.Z, wl.blueDensity.W));
+ break;
+ case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
+ toadd.Add(new LSL_Float(wl.blurMultiplier));
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_COLOR:
+ toadd.Add(new LSL_Rotation(wl.cloudColor.X, wl.cloudColor.Y, wl.cloudColor.Z, wl.cloudColor.W));
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
+ toadd.Add(new LSL_Float(wl.cloudCoverage));
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
+ toadd.Add(new LSL_Vector(wl.cloudDetailXYDensity.X, wl.cloudDetailXYDensity.Y, wl.cloudDetailXYDensity.Z));
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_SCALE:
+ toadd.Add(new LSL_Float(wl.cloudScale));
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
+ toadd.Add(new LSL_Float(wl.cloudScrollX));
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
+ toadd.Add(new LSL_Integer(wl.cloudScrollXLock ? 1 : 0));
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
+ toadd.Add(new LSL_Float(wl.cloudScrollY));
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
+ toadd.Add(new LSL_Integer(wl.cloudScrollYLock ? 1 : 0));
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
+ toadd.Add(new LSL_Vector(wl.cloudXYDensity.X, wl.cloudXYDensity.Y, wl.cloudXYDensity.Z));
+ break;
+ case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
+ toadd.Add(new LSL_Float(wl.densityMultiplier));
+ break;
+ case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
+ toadd.Add(new LSL_Float(wl.distanceMultiplier));
+ break;
+ case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
+ toadd.Add(new LSL_Integer(wl.drawClassicClouds ? 1 : 0));
+ break;
+ case (int)ScriptBaseClass.WL_EAST_ANGLE:
+ toadd.Add(new LSL_Float(wl.eastAngle));
+ break;
+ case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
+ toadd.Add(new LSL_Float(wl.fresnelOffset));
+ break;
+ case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
+ toadd.Add(new LSL_Float(wl.fresnelScale));
+ break;
+ case (int)ScriptBaseClass.WL_HAZE_DENSITY:
+ toadd.Add(new LSL_Float(wl.hazeDensity));
+ break;
+ case (int)ScriptBaseClass.WL_HAZE_HORIZON:
+ toadd.Add(new LSL_Float(wl.hazeHorizon));
+ break;
+ case (int)ScriptBaseClass.WL_HORIZON:
+ toadd.Add(new LSL_Rotation(wl.horizon.X, wl.horizon.Y, wl.horizon.Z, wl.horizon.W));
+ break;
+ case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
+ toadd.Add(new LSL_Vector(wl.littleWaveDirection.X, wl.littleWaveDirection.Y, 0.0f));
+ break;
+ case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
+ toadd.Add(new LSL_Integer(wl.maxAltitude));
+ break;
+ case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
+ toadd.Add(new LSL_Key(wl.normalMapTexture.ToString()));
+ break;
+ case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
+ toadd.Add(new LSL_Vector(wl.reflectionWaveletScale.X, wl.reflectionWaveletScale.Y, wl.reflectionWaveletScale.Z));
+ break;
+ case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
+ toadd.Add(new LSL_Float(wl.refractScaleAbove));
+ break;
+ case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
+ toadd.Add(new LSL_Float(wl.refractScaleBelow));
+ break;
+ case (int)ScriptBaseClass.WL_SCENE_GAMMA:
+ toadd.Add(new LSL_Float(wl.sceneGamma));
+ break;
+ case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
+ toadd.Add(new LSL_Float(wl.starBrightness));
+ break;
+ case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
+ toadd.Add(new LSL_Float(wl.sunGlowFocus));
+ break;
+ case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
+ toadd.Add(new LSL_Float(wl.sunGlowSize));
+ break;
+ case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
+ toadd.Add(new LSL_Rotation(wl.sunMoonColor.X, wl.sunMoonColor.Y, wl.sunMoonColor.Z, wl.sunMoonColor.W));
+ break;
+ case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
+ toadd.Add(new LSL_Float(wl.underwaterFogModifier));
+ break;
+ case (int)ScriptBaseClass.WL_WATER_COLOR:
+ toadd.Add(new LSL_Vector(wl.waterColor.X, wl.waterColor.Y, wl.waterColor.Z));
+ break;
+ case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
+ toadd.Add(new LSL_Float(wl.waterFogDensityExponent));
+ break;
+ }
+
+ if (toadd.Length > 0)
+ {
+ values.Add(rule);
+ values.Add(toadd.Data[0]);
+ }
+ idx++;
+ }
+
+
+ return values;
+
+ }
+
+ ///
+ /// Set the current Windlight scene
+ ///
+ ///
+ /// success: true or false
+ public int osSetWindlightScene(LSL_List rules)
+ {
+ CheckThreatLevel(ThreatLevel.High, "osSetWindlightScene");
+ int success = 0;
+ m_host.AddScriptLPS(1);
+ if (Meta7WindlightModule.EnableWindlight)
+ {
+ RegionMeta7WindlightData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings;
+
+ LSL_List values = new LSL_List();
+ int idx = 0;
+ success = 1;
+ while (idx < rules.Length)
+ {
+ uint rule = (uint)rules.GetLSLIntegerItem(idx);
+ LSL_Types.Quaternion iQ;
+ LSL_Types.Vector3 iV;
+ switch (rule)
+ {
+ case (int)ScriptBaseClass.WL_AMBIENT:
+ idx++;
+ iQ = rules.GetQuaternionItem(idx);
+ wl.ambient = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
+ break;
+ case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
+ idx++;
+ iV = rules.GetVector3Item(idx);
+ wl.bigWaveDirection = new Vector2((float)iV.x, (float)iV.y);
+ break;
+ case (int)ScriptBaseClass.WL_BLUE_DENSITY:
+ idx++;
+ iQ = rules.GetQuaternionItem(idx);
+ wl.blueDensity = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
+ break;
+ case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
+ idx++;
+ wl.blurMultiplier = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_COLOR:
+ idx++;
+ iQ = rules.GetQuaternionItem(idx);
+ wl.cloudColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
+ idx++;
+ wl.cloudCoverage = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
+ idx++;
+ iV = rules.GetVector3Item(idx);
+ wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_SCALE:
+ idx++;
+ wl.cloudScale = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
+ idx++;
+ wl.cloudScrollX = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
+ idx++;
+ wl.cloudScrollXLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
+ idx++;
+ wl.cloudScrollY = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
+ idx++;
+ wl.cloudScrollYLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
+ break;
+ case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
+ idx++;
+ iV = rules.GetVector3Item(idx);
+ wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
+ break;
+ case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
+ idx++;
+ wl.densityMultiplier = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
+ idx++;
+ wl.distanceMultiplier = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
+ idx++;
+ wl.drawClassicClouds = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
+ break;
+ case (int)ScriptBaseClass.WL_EAST_ANGLE:
+ idx++;
+ wl.eastAngle = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
+ idx++;
+ wl.fresnelOffset = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
+ idx++;
+ wl.fresnelScale = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_HAZE_DENSITY:
+ idx++;
+ wl.hazeDensity = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_HAZE_HORIZON:
+ idx++;
+ wl.hazeHorizon= (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_HORIZON:
+ idx++;
+ iQ = rules.GetQuaternionItem(idx);
+ wl.horizon = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
+ break;
+ case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
+ idx++;
+ iV = rules.GetVector3Item(idx);
+ wl.littleWaveDirection = new Vector2((float)iV.x, (float)iV.y);
+ break;
+ case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
+ idx++;
+ wl.maxAltitude = (ushort)rules.GetLSLIntegerItem(idx).value;
+ break;
+ case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
+ idx++;
+ wl.normalMapTexture = new UUID(rules.GetLSLStringItem(idx).m_string);
+ break;
+ case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
+ idx++;
+ iV = rules.GetVector3Item(idx);
+ wl.reflectionWaveletScale= new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
+ break;
+ case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
+ idx++;
+ wl.refractScaleAbove = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
+ idx++;
+ wl.refractScaleBelow = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_SCENE_GAMMA:
+ idx++;
+ wl.sceneGamma = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
+ idx++;
+ wl.starBrightness= (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
+ idx++;
+ wl.sunGlowFocus= (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
+ idx++;
+ wl.sunGlowSize= (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
+ idx++;
+ iQ = rules.GetQuaternionItem(idx);
+ wl.sunMoonColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
+ break;
+ case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
+ idx++;
+ wl.underwaterFogModifier = (float)rules.GetLSLFloatItem(idx);
+ break;
+ case (int)ScriptBaseClass.WL_WATER_COLOR:
+ idx++;
+ iV = rules.GetVector3Item(idx);
+ wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
+ break;
+ case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
+ idx++;
+ wl.waterFogDensityExponent = (float)rules.GetLSLFloatItem(idx);
+ break;
+ default:
+ success = 0;
+ break;
+ }
+ idx++;
+ }
+ m_host.ParentGroup.Scene.StoreWindlightProfile(wl);
+
+ }
+ return success;
+ }
}
}
--
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