refactoring out SetFaceColor

integration
SignpostMarv 2012-08-20 09:31:29 +01:00 committed by Justin Clark-Casey (justincc)
parent ede3b9ab07
commit 481c00f50a
2 changed files with 17 additions and 54 deletions

View File

@ -2850,63 +2850,17 @@ namespace OpenSim.Region.Framework.Scenes
pa.VehicleRotationParam(param, rotation);
}
/// <summary>
/// Set the color of prim faces
/// </summary>
/// <param name="color"></param>
/// <param name="face"></param>
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();
Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length);
Color4 texcolor;
if (face >= 0 && face < GetNumberOfSides())
{
texcolor = tex.CreateFace((uint)face).RGBA;
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
tex.FaceTextures[face].RGBA = texcolor;
UpdateTextureEntry(tex.GetBytes());
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 = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
tex.FaceTextures[i].RGBA = texcolor;
}
texcolor = tex.DefaultTexture.RGBA;
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
tex.DefaultTexture.RGBA = texcolor;
}
UpdateTextureEntry(tex.GetBytes());
return;
}
}
/// <summary>
/// Set the color & alpha of prim faces
/// </summary>
/// <param name="face"></param>
/// <param name="color"></param>
/// <param name="alpha"></param>
public void SetFaceColorAlpha(int face, Vector3 color, double alpha)
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);
float clippedAlpha = alpha.HasValue ?
Util.Clip((float)alpha.Value, 0.0f, 1.0f) : 0;
// The only way to get a deep copy/ If we don't do this, we can
// never detect color changes further down.
@ -2919,7 +2873,10 @@ namespace OpenSim.Region.Framework.Scenes
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
texcolor.A = clippedAlpha;
if (alpha.HasValue)
{
texcolor.A = clippedAlpha;
}
tex.FaceTextures[face].RGBA = texcolor;
UpdateTextureEntry(tex.GetBytes());
return;
@ -2934,14 +2891,20 @@ namespace OpenSim.Region.Framework.Scenes
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
texcolor.A = clippedAlpha;
if (alpha.HasValue)
{
texcolor.A = clippedAlpha;
}
tex.FaceTextures[i].RGBA = texcolor;
}
texcolor = tex.DefaultTexture.RGBA;
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
texcolor.A = clippedAlpha;
if (alpha.HasValue)
{
texcolor.A = clippedAlpha;
}
tex.DefaultTexture.RGBA = texcolor;
}
UpdateTextureEntry(tex.GetBytes());

View File

@ -1377,7 +1377,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (face == ScriptBaseClass.ALL_SIDES)
face = SceneObjectPart.ALL_SIDES;
m_host.SetFaceColor(color, face);
m_host.SetFaceColorAlpha(face, color, null);
}
public void SetTexGen(SceneObjectPart part, int face,int style)
@ -3572,7 +3572,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
List<SceneObjectPart> parts = GetLinkParts(linknumber);
foreach (SceneObjectPart part in parts)
part.SetFaceColor(color, face);
part.SetFaceColorAlpha(face, color, null);
}
public void llCreateLink(string target, int parent)