* Added Light control from script in LLSetPrimitiveParams.
parent
ed41ba8a3d
commit
8c507b633b
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@ -950,6 +950,22 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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public void FakeDeleteGroup()
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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List<ScenePresence> avatars = Scene.GetScenePresences();
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for (int i = 0; i < avatars.Count; i++)
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{
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if (avatars[i].ParentID == LocalId)
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{
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avatars[i].StandUp();
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}
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avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
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}
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}
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}
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/// <summary>
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/// Delete all the parts in this group.
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@ -1049,8 +1049,13 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (part == null)
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return;
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bool needs_fakedelete = false;
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if (flexi)
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{
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if (!part.Shape.FlexiEntry)
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{
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needs_fakedelete = true;
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}
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part.Shape.FlexiEntry = true; // this setting flexi true isn't working, but the below parameters do
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// work once the prim is already flexi
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part.Shape.FlexiSoftness = softness;
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@ -1065,10 +1070,49 @@ namespace OpenSim.Region.ScriptEngine.Common
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}
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else
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{
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if (part.Shape.FlexiEntry)
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{
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needs_fakedelete = true;
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}
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part.Shape.FlexiEntry = false;
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}
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part.SendFullUpdateToAllClients();
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needs_fakedelete = false;
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if (needs_fakedelete)
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{
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if (part.ParentGroup != null)
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{
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part.ParentGroup.FakeDeleteGroup();
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}
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}
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part.ScheduleFullUpdate();
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}
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private void SetPointLight(SceneObjectPart part, bool light, LSL_Types.Vector3 color, float intensity, float radius, float falloff)
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{
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if (part == null)
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return;
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if (light)
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{
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part.Shape.LightEntry = true;
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part.Shape.LightColorR = (float)color.x;
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part.Shape.LightColorG = (float)color.y;
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part.Shape.LightColorB = (float)color.z;
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part.Shape.LightIntensity = intensity;
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part.Shape.LightRadius = radius;
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part.Shape.LightFalloff = falloff;
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}
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else
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{
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part.Shape.LightEntry = false;
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}
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part.ScheduleFullUpdate();
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}
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public LSL_Types.Vector3 llGetColor(int face)
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{
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@ -4701,7 +4745,18 @@ namespace OpenSim.Region.ScriptEngine.Common
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SetFlexi(part, (flexi == 1), softness, gravity, friction, wind, tension, force);
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break;
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case 23: // PRIM_POINT_LIGHT
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if (remain < 5)
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return;
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int light = Convert.ToInt32(rules.Data[idx++]);
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LSL_Types.Vector3 lightcolor =new LSL_Types.Vector3(rules.Data[idx++].ToString());
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float intensity = (float)Convert.ToDouble(rules.Data[idx++]);
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float radius = (float)Convert.ToDouble(rules.Data[idx++]);
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float falloff = (float)Convert.ToDouble(rules.Data[idx++]);
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SetPointLight(part, (light == 1), lightcolor, intensity, radius, falloff);
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break;
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}
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}
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}
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