From 3863cd1d2395fb87489ed4e544fc33048c81761c Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 1 Feb 2010 21:35:05 +0000
Subject: Copy prim face color setting code from LSL_Api down into SOP so that
non-LSL callers can use it
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 192 +++++++++++++++++++++
1 file changed, 192 insertions(+)
(limited to 'OpenSim/Region/Framework')
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
SCALE = 0x40
}
+ public enum PrimType : int
+ {
+ BOX = 0,
+ CYLINDER = 1,
+ PRISM = 2,
+ SPHERE = 3,
+ TORUS = 4,
+ TUBE = 5,
+ RING = 6,
+ SCULPT = 7
+ }
+
#endregion Enumerations
public class SceneObjectPart : IScriptHost
{
+ ///
+ /// Denote all sides of the prim
+ ///
+ public const int ALL_SIDES = -1;
+
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// 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
}
}
+ ///
+ /// Text color.
+ ///
public Color Color
{
get { return m_color; }
@@ -2955,6 +2975,178 @@ namespace OpenSim.Region.Framework.Scenes
}
}
+ ///
+ /// Set the color of prim faces
+ ///
+ ///
+ ///
+ public void SetFaceColor(Vector3 color, int face)
+ {
+ Primitive.TextureEntry tex = Shape.Textures;
+ Color4 texcolor;
+ 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);
+ tex.FaceTextures[face].RGBA = texcolor;
+ UpdateTexture(tex);
+ 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 = 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);
+ 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);
+ tex.DefaultTexture.RGBA = texcolor;
+ }
+ UpdateTexture(tex);
+ return;
+ }
+ }
+
+ ///
+ /// Get the number of sides that this part has.
+ ///
+ ///
+ public int GetNumberOfSides()
+ {
+ int ret = 0;
+ bool hasCut;
+ bool hasHollow;
+ bool hasDimple;
+ bool hasProfileCut;
+
+ PrimType primType = getScriptPrimType();
+ hasCutHollowDimpleProfileCut(primType, Shape, out hasCut, out hasHollow, out hasDimple, out hasProfileCut);
+
+ switch (primType)
+ {
+ case PrimType.BOX:
+ ret = 6;
+ if (hasCut) ret += 2;
+ if (hasHollow) ret += 1;
+ break;
+ case PrimType.CYLINDER:
+ ret = 3;
+ if (hasCut) ret += 2;
+ if (hasHollow) ret += 1;
+ break;
+ case PrimType.PRISM:
+ ret = 5;
+ if (hasCut) ret += 2;
+ if (hasHollow) ret += 1;
+ break;
+ case PrimType.SPHERE:
+ ret = 1;
+ if (hasCut) ret += 2;
+ if (hasDimple) ret += 2;
+ if (hasHollow) ret += 3; // Emulate lsl on secondlife (according to documentation it should have added only +1)
+ break;
+ case PrimType.TORUS:
+ ret = 1;
+ if (hasCut) ret += 2;
+ if (hasProfileCut) ret += 2;
+ if (hasHollow) ret += 1;
+ break;
+ case PrimType.TUBE:
+ ret = 4;
+ if (hasCut) ret += 2;
+ if (hasProfileCut) ret += 2;
+ if (hasHollow) ret += 1;
+ break;
+ case PrimType.RING:
+ ret = 3;
+ if (hasCut) ret += 2;
+ if (hasProfileCut) ret += 2;
+ if (hasHollow) ret += 1;
+ break;
+ case PrimType.SCULPT:
+ ret = 1;
+ break;
+ }
+ return ret;
+ }
+
+ ///
+ /// Tell us what type this prim is
+ ///
+ ///
+ ///
+ public PrimType getScriptPrimType()
+ {
+ if (Shape.SculptEntry)
+ return PrimType.SCULPT;
+ if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
+ {
+ if (Shape.PathCurve == (byte)Extrusion.Straight)
+ return PrimType.BOX;
+ else if (Shape.PathCurve == (byte)Extrusion.Curve1)
+ return PrimType.TUBE;
+ }
+ else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
+ {
+ if (Shape.PathCurve == (byte)Extrusion.Straight)
+ return PrimType.CYLINDER;
+ // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
+ else if (Shape.PathCurve == (byte)Extrusion.Curve1)
+ return PrimType.TORUS;
+ }
+ else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
+ {
+ if (Shape.PathCurve == (byte)Extrusion.Curve1 || Shape.PathCurve == (byte)Extrusion.Curve2)
+ return PrimType.SPHERE;
+ }
+ else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
+ {
+ if (Shape.PathCurve == (byte)Extrusion.Straight)
+ return PrimType.PRISM;
+ else if (Shape.PathCurve == (byte)Extrusion.Curve1)
+ return PrimType.RING;
+ }
+
+ return PrimType.BOX;
+ }
+
+ ///
+ /// Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ protected static void hasCutHollowDimpleProfileCut(PrimType primType, PrimitiveBaseShape shape, out bool hasCut, out bool hasHollow,
+ out bool hasDimple, out bool hasProfileCut)
+ {
+ if (primType == PrimType.BOX
+ ||
+ primType == PrimType.CYLINDER
+ ||
+ primType == PrimType.PRISM)
+
+ hasCut = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0);
+ else
+ hasCut = (shape.PathBegin > 0) || (shape.PathEnd > 0);
+
+ hasHollow = shape.ProfileHollow > 0;
+ hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms
+ hasProfileCut = hasDimple; // is it the same thing?
+ }
+
public void SetGroup(UUID groupID, IClientAPI client)
{
_groupID = groupID;
--
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