* Added Light control from script in LLSetPrimitiveParams.

0.6.0-stable
Teravus Ovares 2008-06-06 22:28:52 +00:00
parent ed41ba8a3d
commit 8c507b633b
2 changed files with 73 additions and 2 deletions

View File

@ -950,6 +950,22 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
public void FakeDeleteGroup()
{
foreach (SceneObjectPart part in m_parts.Values)
{
List<ScenePresence> avatars = Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
if (avatars[i].ParentID == LocalId)
{
avatars[i].StandUp();
}
avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
}
}
}
/// <summary>
/// Delete all the parts in this group.

View File

@ -1049,8 +1049,13 @@ namespace OpenSim.Region.ScriptEngine.Common
if (part == null)
return;
bool needs_fakedelete = false;
if (flexi)
{
if (!part.Shape.FlexiEntry)
{
needs_fakedelete = true;
}
part.Shape.FlexiEntry = true; // this setting flexi true isn't working, but the below parameters do
// work once the prim is already flexi
part.Shape.FlexiSoftness = softness;
@ -1065,11 +1070,50 @@ namespace OpenSim.Region.ScriptEngine.Common
}
else
{
if (part.Shape.FlexiEntry)
{
needs_fakedelete = true;
}
part.Shape.FlexiEntry = false;
}
part.SendFullUpdateToAllClients();
needs_fakedelete = false;
if (needs_fakedelete)
{
if (part.ParentGroup != null)
{
part.ParentGroup.FakeDeleteGroup();
}
}
part.ScheduleFullUpdate();
}
private void SetPointLight(SceneObjectPart part, bool light, LSL_Types.Vector3 color, float intensity, float radius, float falloff)
{
if (part == null)
return;
if (light)
{
part.Shape.LightEntry = true;
part.Shape.LightColorR = (float)color.x;
part.Shape.LightColorG = (float)color.y;
part.Shape.LightColorB = (float)color.z;
part.Shape.LightIntensity = intensity;
part.Shape.LightRadius = radius;
part.Shape.LightFalloff = falloff;
}
else
{
part.Shape.LightEntry = false;
}
part.ScheduleFullUpdate();
}
public LSL_Types.Vector3 llGetColor(int face)
{
m_host.AddScriptLPS(1);
@ -4701,7 +4745,18 @@ namespace OpenSim.Region.ScriptEngine.Common
SetFlexi(part, (flexi == 1), softness, gravity, friction, wind, tension, force);
break;
case 23: // PRIM_POINT_LIGHT
if (remain < 5)
return;
int light = Convert.ToInt32(rules.Data[idx++]);
LSL_Types.Vector3 lightcolor =new LSL_Types.Vector3(rules.Data[idx++].ToString());
float intensity = (float)Convert.ToDouble(rules.Data[idx++]);
float radius = (float)Convert.ToDouble(rules.Data[idx++]);
float falloff = (float)Convert.ToDouble(rules.Data[idx++]);
SetPointLight(part, (light == 1), lightcolor, intensity, radius, falloff);
break;
}
}
}