Copy prim face color setting code from LSL_Api down into SOP so that non-LSL callers can use it
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4c1740f7d8
commit
3863cd1d23
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@ -90,10 +90,27 @@ namespace OpenSim.Region.Framework.Scenes
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SCALE = 0x40
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}
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public enum PrimType : int
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{
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BOX = 0,
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CYLINDER = 1,
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PRISM = 2,
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SPHERE = 3,
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TORUS = 4,
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TUBE = 5,
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RING = 6,
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SCULPT = 7
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}
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#endregion Enumerations
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public class SceneObjectPart : IScriptHost
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{
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/// <value>
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/// Denote all sides of the prim
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/// </value>
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public const int ALL_SIDES = -1;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// use only one serializer to give the runtime a chance to optimize it (it won't do that if you
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@ -737,6 +754,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <value>
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/// Text color.
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/// </value>
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public Color Color
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{
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get { return m_color; }
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@ -2955,6 +2975,178 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// Set the color of prim faces
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/// </summary>
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/// <param name="color"></param>
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/// <param name="face"></param>
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public void SetFaceColor(Vector3 color, int face)
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{
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Primitive.TextureEntry tex = Shape.Textures;
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Color4 texcolor;
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if (face >= 0 && face < GetNumberOfSides())
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
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tex.FaceTextures[face].RGBA = texcolor;
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UpdateTexture(tex);
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return;
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}
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else if (face == ALL_SIDES)
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{
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for (uint i = 0; i < GetNumberOfSides(); i++)
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{
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if (tex.FaceTextures[i] != null)
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{
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texcolor = tex.FaceTextures[i].RGBA;
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texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
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tex.FaceTextures[i].RGBA = texcolor;
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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}
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UpdateTexture(tex);
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return;
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}
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}
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/// <summary>
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/// Get the number of sides that this part has.
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/// </summary>
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/// <returns></returns>
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public int GetNumberOfSides()
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{
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int ret = 0;
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bool hasCut;
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bool hasHollow;
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bool hasDimple;
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bool hasProfileCut;
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PrimType primType = getScriptPrimType();
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hasCutHollowDimpleProfileCut(primType, Shape, out hasCut, out hasHollow, out hasDimple, out hasProfileCut);
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switch (primType)
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{
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case PrimType.BOX:
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ret = 6;
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if (hasCut) ret += 2;
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if (hasHollow) ret += 1;
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break;
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case PrimType.CYLINDER:
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ret = 3;
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if (hasCut) ret += 2;
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if (hasHollow) ret += 1;
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break;
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case PrimType.PRISM:
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ret = 5;
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if (hasCut) ret += 2;
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if (hasHollow) ret += 1;
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break;
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case PrimType.SPHERE:
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ret = 1;
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if (hasCut) ret += 2;
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if (hasDimple) ret += 2;
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if (hasHollow) ret += 3; // Emulate lsl on secondlife (according to documentation it should have added only +1)
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break;
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case PrimType.TORUS:
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ret = 1;
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if (hasCut) ret += 2;
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if (hasProfileCut) ret += 2;
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if (hasHollow) ret += 1;
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break;
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case PrimType.TUBE:
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ret = 4;
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if (hasCut) ret += 2;
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if (hasProfileCut) ret += 2;
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if (hasHollow) ret += 1;
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break;
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case PrimType.RING:
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ret = 3;
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if (hasCut) ret += 2;
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if (hasProfileCut) ret += 2;
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if (hasHollow) ret += 1;
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break;
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case PrimType.SCULPT:
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ret = 1;
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break;
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}
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return ret;
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}
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/// <summary>
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/// Tell us what type this prim is
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/// </summary>
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/// <param name="primShape"></param>
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/// <returns></returns>
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public PrimType getScriptPrimType()
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{
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if (Shape.SculptEntry)
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return PrimType.SCULPT;
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if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
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{
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if (Shape.PathCurve == (byte)Extrusion.Straight)
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return PrimType.BOX;
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else if (Shape.PathCurve == (byte)Extrusion.Curve1)
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return PrimType.TUBE;
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}
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else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
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{
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if (Shape.PathCurve == (byte)Extrusion.Straight)
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return PrimType.CYLINDER;
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// ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
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else if (Shape.PathCurve == (byte)Extrusion.Curve1)
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return PrimType.TORUS;
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}
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else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
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{
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if (Shape.PathCurve == (byte)Extrusion.Curve1 || Shape.PathCurve == (byte)Extrusion.Curve2)
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return PrimType.SPHERE;
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}
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else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
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{
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if (Shape.PathCurve == (byte)Extrusion.Straight)
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return PrimType.PRISM;
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else if (Shape.PathCurve == (byte)Extrusion.Curve1)
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return PrimType.RING;
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}
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return PrimType.BOX;
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}
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/// <summary>
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/// Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
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/// </summary>
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/// <param name="primType"></param>
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/// <param name="shape"></param>
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/// <param name="hasCut"></param>
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/// <param name="hasHollow"></param>
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/// <param name="hasDimple"></param>
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/// <param name="hasProfileCut"></param>
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protected static void hasCutHollowDimpleProfileCut(PrimType primType, PrimitiveBaseShape shape, out bool hasCut, out bool hasHollow,
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out bool hasDimple, out bool hasProfileCut)
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{
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if (primType == PrimType.BOX
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primType == PrimType.CYLINDER
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primType == PrimType.PRISM)
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hasCut = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0);
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else
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hasCut = (shape.PathBegin > 0) || (shape.PathEnd > 0);
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hasHollow = shape.ProfileHollow > 0;
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hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms
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hasProfileCut = hasDimple; // is it the same thing?
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}
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public void SetGroup(UUID groupID, IClientAPI client)
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{
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_groupID = groupID;
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@ -4394,7 +4394,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return ret;
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}
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/* The new / changed functions were tested with the following LSL script:
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default
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