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authorJustin Clark-Casey (justincc)2010-02-01 21:35:05 +0000
committerJustin Clark-Casey (justincc)2010-02-01 21:35:05 +0000
commit3863cd1d2395fb87489ed4e544fc33048c81761c (patch)
treeb67bdab00f2f27f8a924b73634ef3ed86502c4cc /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentActually make EventManager.OnAttach() fire when an object is attached. Previ... (diff)
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Copy prim face color setting code from LSL_Api down into SOP so that non-LSL callers can use it
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs192
1 files changed, 192 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a5296eb..8b5c348 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -90,10 +90,27 @@ namespace OpenSim.Region.Framework.Scenes
90 SCALE = 0x40 90 SCALE = 0x40
91 } 91 }
92 92
93 public enum PrimType : int
94 {
95 BOX = 0,
96 CYLINDER = 1,
97 PRISM = 2,
98 SPHERE = 3,
99 TORUS = 4,
100 TUBE = 5,
101 RING = 6,
102 SCULPT = 7
103 }
104
93 #endregion Enumerations 105 #endregion Enumerations
94 106
95 public class SceneObjectPart : IScriptHost 107 public class SceneObjectPart : IScriptHost
96 { 108 {
109 /// <value>
110 /// Denote all sides of the prim
111 /// </value>
112 public const int ALL_SIDES = -1;
113
97 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 114 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
98 115
99 // use only one serializer to give the runtime a chance to optimize it (it won't do that if you 116 // use only one serializer to give the runtime a chance to optimize it (it won't do that if you
@@ -737,6 +754,9 @@ namespace OpenSim.Region.Framework.Scenes
737 } 754 }
738 } 755 }
739 756
757 /// <value>
758 /// Text color.
759 /// </value>
740 public Color Color 760 public Color Color
741 { 761 {
742 get { return m_color; } 762 get { return m_color; }
@@ -2955,6 +2975,178 @@ namespace OpenSim.Region.Framework.Scenes
2955 } 2975 }
2956 } 2976 }
2957 2977
2978 /// <summary>
2979 /// Set the color of prim faces
2980 /// </summary>
2981 /// <param name="color"></param>
2982 /// <param name="face"></param>
2983 public void SetFaceColor(Vector3 color, int face)
2984 {
2985 Primitive.TextureEntry tex = Shape.Textures;
2986 Color4 texcolor;
2987 if (face >= 0 && face < GetNumberOfSides())
2988 {
2989 texcolor = tex.CreateFace((uint)face).RGBA;
2990 texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
2991 texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
2992 texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
2993 tex.FaceTextures[face].RGBA = texcolor;
2994 UpdateTexture(tex);
2995 return;
2996 }
2997 else if (face == ALL_SIDES)
2998 {
2999 for (uint i = 0; i < GetNumberOfSides(); i++)
3000 {
3001 if (tex.FaceTextures[i] != null)
3002 {
3003 texcolor = tex.FaceTextures[i].RGBA;
3004 texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
3005 texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
3006 texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
3007 tex.FaceTextures[i].RGBA = texcolor;
3008 }
3009 texcolor = tex.DefaultTexture.RGBA;
3010 texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
3011 texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
3012 texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
3013 tex.DefaultTexture.RGBA = texcolor;
3014 }
3015 UpdateTexture(tex);
3016 return;
3017 }
3018 }
3019
3020 /// <summary>
3021 /// Get the number of sides that this part has.
3022 /// </summary>
3023 /// <returns></returns>
3024 public int GetNumberOfSides()
3025 {
3026 int ret = 0;
3027 bool hasCut;
3028 bool hasHollow;
3029 bool hasDimple;
3030 bool hasProfileCut;
3031
3032 PrimType primType = getScriptPrimType();
3033 hasCutHollowDimpleProfileCut(primType, Shape, out hasCut, out hasHollow, out hasDimple, out hasProfileCut);
3034
3035 switch (primType)
3036 {
3037 case PrimType.BOX:
3038 ret = 6;
3039 if (hasCut) ret += 2;
3040 if (hasHollow) ret += 1;
3041 break;
3042 case PrimType.CYLINDER:
3043 ret = 3;
3044 if (hasCut) ret += 2;
3045 if (hasHollow) ret += 1;
3046 break;
3047 case PrimType.PRISM:
3048 ret = 5;
3049 if (hasCut) ret += 2;
3050 if (hasHollow) ret += 1;
3051 break;
3052 case PrimType.SPHERE:
3053 ret = 1;
3054 if (hasCut) ret += 2;
3055 if (hasDimple) ret += 2;
3056 if (hasHollow) ret += 3; // Emulate lsl on secondlife (according to documentation it should have added only +1)
3057 break;
3058 case PrimType.TORUS:
3059 ret = 1;
3060 if (hasCut) ret += 2;
3061 if (hasProfileCut) ret += 2;
3062 if (hasHollow) ret += 1;
3063 break;
3064 case PrimType.TUBE:
3065 ret = 4;
3066 if (hasCut) ret += 2;
3067 if (hasProfileCut) ret += 2;
3068 if (hasHollow) ret += 1;
3069 break;
3070 case PrimType.RING:
3071 ret = 3;
3072 if (hasCut) ret += 2;
3073 if (hasProfileCut) ret += 2;
3074 if (hasHollow) ret += 1;
3075 break;
3076 case PrimType.SCULPT:
3077 ret = 1;
3078 break;
3079 }
3080 return ret;
3081 }
3082
3083 /// <summary>
3084 /// Tell us what type this prim is
3085 /// </summary>
3086 /// <param name="primShape"></param>
3087 /// <returns></returns>
3088 public PrimType getScriptPrimType()
3089 {
3090 if (Shape.SculptEntry)
3091 return PrimType.SCULPT;
3092 if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
3093 {
3094 if (Shape.PathCurve == (byte)Extrusion.Straight)
3095 return PrimType.BOX;
3096 else if (Shape.PathCurve == (byte)Extrusion.Curve1)
3097 return PrimType.TUBE;
3098 }
3099 else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
3100 {
3101 if (Shape.PathCurve == (byte)Extrusion.Straight)
3102 return PrimType.CYLINDER;
3103 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
3104 else if (Shape.PathCurve == (byte)Extrusion.Curve1)
3105 return PrimType.TORUS;
3106 }
3107 else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
3108 {
3109 if (Shape.PathCurve == (byte)Extrusion.Curve1 || Shape.PathCurve == (byte)Extrusion.Curve2)
3110 return PrimType.SPHERE;
3111 }
3112 else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
3113 {
3114 if (Shape.PathCurve == (byte)Extrusion.Straight)
3115 return PrimType.PRISM;
3116 else if (Shape.PathCurve == (byte)Extrusion.Curve1)
3117 return PrimType.RING;
3118 }
3119
3120 return PrimType.BOX;
3121 }
3122
3123 /// <summary>
3124 /// Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
3125 /// </summary>
3126 /// <param name="primType"></param>
3127 /// <param name="shape"></param>
3128 /// <param name="hasCut"></param>
3129 /// <param name="hasHollow"></param>
3130 /// <param name="hasDimple"></param>
3131 /// <param name="hasProfileCut"></param>
3132 protected static void hasCutHollowDimpleProfileCut(PrimType primType, PrimitiveBaseShape shape, out bool hasCut, out bool hasHollow,
3133 out bool hasDimple, out bool hasProfileCut)
3134 {
3135 if (primType == PrimType.BOX
3136 ||
3137 primType == PrimType.CYLINDER
3138 ||
3139 primType == PrimType.PRISM)
3140
3141 hasCut = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0);
3142 else
3143 hasCut = (shape.PathBegin > 0) || (shape.PathEnd > 0);
3144
3145 hasHollow = shape.ProfileHollow > 0;
3146 hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms
3147 hasProfileCut = hasDimple; // is it the same thing?
3148 }
3149
2958 public void SetGroup(UUID groupID, IClientAPI client) 3150 public void SetGroup(UUID groupID, IClientAPI client)
2959 { 3151 {
2960 _groupID = groupID; 3152 _groupID = groupID;