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 ++++++++++++---------- 1 file changed, 26 insertions(+), 21 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 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()); -- cgit v1.1