From ede3b9ab07dc1ed4a51684b7257cbb4d76e9bdfd Mon Sep 17 00:00:00 2001
From: SignpostMarv
Date: Mon, 20 Aug 2012 09:26:26 +0100
Subject: making use of implicit operators and Util.Clip handling of Vector3
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 47 ++++++++++++----------
.../Shared/Api/Implementation/LSL_Api.cs | 2 +-
2 files changed, 27 insertions(+), 22 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 6741e5e..098b2d9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2857,6 +2857,8 @@ namespace OpenSim.Region.Framework.Scenes
///
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();
@@ -2865,9 +2867,9 @@ namespace OpenSim.Region.Framework.Scenes
if (face >= 0 && face < GetNumberOfSides())
{
texcolor = tex.CreateFace((uint)face).RGBA;
- texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
- texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
- texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
+ texcolor.R = clippedColor.X;
+ texcolor.G = clippedColor.Y;
+ texcolor.B = clippedColor.Z;
tex.FaceTextures[face].RGBA = texcolor;
UpdateTextureEntry(tex.GetBytes());
return;
@@ -2879,15 +2881,15 @@ namespace OpenSim.Region.Framework.Scenes
if (tex.FaceTextures[i] != null)
{
texcolor = tex.FaceTextures[i].RGBA;
- texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
- texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
- texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
+ texcolor.R = clippedColor.X;
+ texcolor.G = clippedColor.Y;
+ texcolor.B = clippedColor.Z;
tex.FaceTextures[i].RGBA = texcolor;
}
texcolor = tex.DefaultTexture.RGBA;
- texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
- texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
- texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
+ texcolor.R = clippedColor.X;
+ texcolor.G = clippedColor.Y;
+ texcolor.B = clippedColor.Z;
tex.DefaultTexture.RGBA = texcolor;
}
UpdateTextureEntry(tex.GetBytes());
@@ -2903,6 +2905,9 @@ namespace OpenSim.Region.Framework.Scenes
///
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);
+
// 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();
@@ -2911,10 +2916,10 @@ namespace OpenSim.Region.Framework.Scenes
if (face >= 0 && face < GetNumberOfSides())
{
texcolor = tex.CreateFace((uint)face).RGBA;
- texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
- texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
- texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
- texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
+ texcolor.R = clippedColor.X;
+ texcolor.G = clippedColor.Y;
+ texcolor.B = clippedColor.Z;
+ texcolor.A = clippedAlpha;
tex.FaceTextures[face].RGBA = texcolor;
UpdateTextureEntry(tex.GetBytes());
return;
@@ -2926,17 +2931,17 @@ namespace OpenSim.Region.Framework.Scenes
if (tex.FaceTextures[i] != null)
{
texcolor = tex.FaceTextures[i].RGBA;
- texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
- texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
- texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
- texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
+ texcolor.R = clippedColor.X;
+ texcolor.G = clippedColor.Y;
+ texcolor.B = clippedColor.Z;
+ texcolor.A = clippedAlpha;
tex.FaceTextures[i].RGBA = texcolor;
}
texcolor = tex.DefaultTexture.RGBA;
- texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
- texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
- texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
- texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
+ texcolor.R = clippedColor.X;
+ texcolor.G = clippedColor.Y;
+ texcolor.B = clippedColor.Z;
+ texcolor.A = clippedAlpha;
tex.DefaultTexture.RGBA = texcolor;
}
UpdateTextureEntry(tex.GetBytes());
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index dbbfbd3..0cbb317 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -7484,7 +7484,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
LSL_Vector color=rules.GetVector3Item(idx++);
double alpha=(double)rules.GetLSLFloatItem(idx++);
- part.SetFaceColorAlpha(face, new Vector3((float)color.x, (float)color.y, (float)color.z), alpha);
+ part.SetFaceColorAlpha(face, color, alpha);
break;
--
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