Merge branch 'careminster' of kitto@tor.k-grid.com:/home/kitto/opensim into careminster
commit
956f337046
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@ -0,0 +1,430 @@
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using System;
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using System.Reflection;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.Remoting.Lifetime;
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using OpenMetaverse;
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using Nini.Config;
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using OpenSim;
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using OpenSim.Framework;
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using OpenSim.Region.CoreModules.World.Meta7Windlight;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.ScriptEngine.Shared;
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using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
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using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
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using OpenSim.Region.ScriptEngine.Interfaces;
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using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
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using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
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using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
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using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
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using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
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using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
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namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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[Serializable]
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public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
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{
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internal IScriptEngine m_ScriptEngine;
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internal SceneObjectPart m_host;
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internal uint m_localID;
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internal UUID m_itemID;
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internal bool m_CMFunctionsEnabled = false;
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internal IScriptModuleComms m_comms = null;
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public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
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{
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m_ScriptEngine = ScriptEngine;
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m_host = host;
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m_localID = localID;
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m_itemID = itemID;
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if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
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m_CMFunctionsEnabled = true;
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m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>();
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if (m_comms == null)
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m_CMFunctionsEnabled = false;
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}
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public override Object InitializeLifetimeService()
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{
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ILease lease = (ILease)base.InitializeLifetimeService();
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if (lease.CurrentState == LeaseState.Initial)
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{
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lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
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// lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
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// lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
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}
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return lease;
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}
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public Scene World
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{
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get { return m_ScriptEngine.World; }
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}
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//
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//Dumps an error message on the debug console.
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//
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internal void CMShoutError(string message)
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{
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if (message.Length > 1023)
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message = message.Substring(0, 1023);
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World.SimChat(Utils.StringToBytes(message),
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ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, true);
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IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
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wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message);
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}
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/// <summary>
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/// Get the current Windlight scene
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/// </summary>
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/// <returns>List of windlight parameters</returns>
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public LSL_List cmGetWindlightScene(LSL_List rules)
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{
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if (!m_CMFunctionsEnabled)
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{
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CMShoutError("Careminster functions are not enabled.");
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return new LSL_List();
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}
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m_host.AddScriptLPS(1);
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RegionMeta7WindlightData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings;
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LSL_List values = new LSL_List();
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int idx = 0;
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while (idx < rules.Length)
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{
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uint rule = (uint)rules.GetLSLIntegerItem(idx);
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LSL_List toadd = new LSL_List();
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switch (rule)
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{
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case (int)ScriptBaseClass.WL_AMBIENT:
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toadd.Add(new LSL_Rotation(wl.ambient.X, wl.ambient.Y, wl.ambient.Z, wl.ambient.W));
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break;
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case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
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toadd.Add(new LSL_Vector(wl.bigWaveDirection.X, wl.bigWaveDirection.Y, 0.0f));
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break;
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case (int)ScriptBaseClass.WL_BLUE_DENSITY:
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toadd.Add(new LSL_Rotation(wl.blueDensity.X, wl.blueDensity.Y, wl.blueDensity.Z, wl.blueDensity.W));
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break;
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case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
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toadd.Add(new LSL_Float(wl.blurMultiplier));
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break;
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case (int)ScriptBaseClass.WL_CLOUD_COLOR:
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toadd.Add(new LSL_Rotation(wl.cloudColor.X, wl.cloudColor.Y, wl.cloudColor.Z, wl.cloudColor.W));
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break;
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case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
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toadd.Add(new LSL_Float(wl.cloudCoverage));
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break;
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case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
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toadd.Add(new LSL_Vector(wl.cloudDetailXYDensity.X, wl.cloudDetailXYDensity.Y, wl.cloudDetailXYDensity.Z));
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break;
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case (int)ScriptBaseClass.WL_CLOUD_SCALE:
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toadd.Add(new LSL_Float(wl.cloudScale));
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break;
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case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
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toadd.Add(new LSL_Float(wl.cloudScrollX));
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break;
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case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
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toadd.Add(new LSL_Integer(wl.cloudScrollXLock ? 1 : 0));
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break;
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case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
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toadd.Add(new LSL_Float(wl.cloudScrollY));
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break;
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case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
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toadd.Add(new LSL_Integer(wl.cloudScrollYLock ? 1 : 0));
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break;
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case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
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toadd.Add(new LSL_Vector(wl.cloudXYDensity.X, wl.cloudXYDensity.Y, wl.cloudXYDensity.Z));
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break;
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case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
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toadd.Add(new LSL_Float(wl.densityMultiplier));
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break;
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case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
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toadd.Add(new LSL_Float(wl.distanceMultiplier));
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break;
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case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
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toadd.Add(new LSL_Integer(wl.drawClassicClouds ? 1 : 0));
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break;
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case (int)ScriptBaseClass.WL_EAST_ANGLE:
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toadd.Add(new LSL_Float(wl.eastAngle));
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break;
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case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
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toadd.Add(new LSL_Float(wl.fresnelOffset));
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break;
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case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
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toadd.Add(new LSL_Float(wl.fresnelScale));
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break;
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case (int)ScriptBaseClass.WL_HAZE_DENSITY:
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toadd.Add(new LSL_Float(wl.hazeDensity));
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break;
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case (int)ScriptBaseClass.WL_HAZE_HORIZON:
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toadd.Add(new LSL_Float(wl.hazeHorizon));
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break;
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case (int)ScriptBaseClass.WL_HORIZON:
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toadd.Add(new LSL_Rotation(wl.horizon.X, wl.horizon.Y, wl.horizon.Z, wl.horizon.W));
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break;
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case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
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toadd.Add(new LSL_Vector(wl.littleWaveDirection.X, wl.littleWaveDirection.Y, 0.0f));
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break;
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case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
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toadd.Add(new LSL_Integer(wl.maxAltitude));
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break;
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case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
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toadd.Add(new LSL_Key(wl.normalMapTexture.ToString()));
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break;
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case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
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toadd.Add(new LSL_Vector(wl.reflectionWaveletScale.X, wl.reflectionWaveletScale.Y, wl.reflectionWaveletScale.Z));
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break;
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case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
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toadd.Add(new LSL_Float(wl.refractScaleAbove));
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break;
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case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
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toadd.Add(new LSL_Float(wl.refractScaleBelow));
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break;
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case (int)ScriptBaseClass.WL_SCENE_GAMMA:
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toadd.Add(new LSL_Float(wl.sceneGamma));
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break;
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case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
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toadd.Add(new LSL_Float(wl.starBrightness));
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break;
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case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
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toadd.Add(new LSL_Float(wl.sunGlowFocus));
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break;
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case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
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toadd.Add(new LSL_Float(wl.sunGlowSize));
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break;
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case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
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toadd.Add(new LSL_Rotation(wl.sunMoonColor.X, wl.sunMoonColor.Y, wl.sunMoonColor.Z, wl.sunMoonColor.W));
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break;
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case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
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toadd.Add(new LSL_Float(wl.underwaterFogModifier));
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break;
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case (int)ScriptBaseClass.WL_WATER_COLOR:
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toadd.Add(new LSL_Vector(wl.waterColor.X, wl.waterColor.Y, wl.waterColor.Z));
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break;
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case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
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toadd.Add(new LSL_Float(wl.waterFogDensityExponent));
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break;
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}
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if (toadd.Length > 0)
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{
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values.Add(rule);
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values.Add(toadd.Data[0]);
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}
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idx++;
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}
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return values;
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}
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/// <summary>
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/// Set the current Windlight scene
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/// </summary>
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/// <param name="rules"></param>
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/// <returns>success: true or false</returns>
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public int cmSetWindlightScene(LSL_List rules)
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{
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if (!m_CMFunctionsEnabled)
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{
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CMShoutError("Careminster functions are not enabled.");
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return 0;
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}
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int success = 0;
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m_host.AddScriptLPS(1);
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if (Meta7WindlightModule.EnableWindlight)
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{
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RegionMeta7WindlightData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings;
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LSL_List values = new LSL_List();
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int idx = 0;
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success = 1;
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while (idx < rules.Length)
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{
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uint rule = (uint)rules.GetLSLIntegerItem(idx);
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LSL_Types.Quaternion iQ;
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LSL_Types.Vector3 iV;
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switch (rule)
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{
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case (int)ScriptBaseClass.WL_AMBIENT:
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idx++;
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iQ = rules.GetQuaternionItem(idx);
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wl.ambient = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
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break;
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case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
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idx++;
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iV = rules.GetVector3Item(idx);
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wl.bigWaveDirection = new Vector2((float)iV.x, (float)iV.y);
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break;
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case (int)ScriptBaseClass.WL_BLUE_DENSITY:
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idx++;
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iQ = rules.GetQuaternionItem(idx);
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wl.blueDensity = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
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break;
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case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
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idx++;
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wl.blurMultiplier = (float)rules.GetLSLFloatItem(idx);
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break;
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case (int)ScriptBaseClass.WL_CLOUD_COLOR:
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idx++;
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iQ = rules.GetQuaternionItem(idx);
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wl.cloudColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
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break;
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case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
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idx++;
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wl.cloudCoverage = (float)rules.GetLSLFloatItem(idx);
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break;
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case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
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idx++;
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iV = rules.GetVector3Item(idx);
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wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
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break;
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case (int)ScriptBaseClass.WL_CLOUD_SCALE:
|
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idx++;
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wl.cloudScale = (float)rules.GetLSLFloatItem(idx);
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break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
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idx++;
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wl.cloudScrollX = (float)rules.GetLSLFloatItem(idx);
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break;
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case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
|
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idx++;
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wl.cloudScrollXLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
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break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
|
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idx++;
|
||||
wl.cloudScrollY = (float)rules.GetLSLFloatItem(idx);
|
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break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
|
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idx++;
|
||||
wl.cloudScrollYLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
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||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
|
||||
idx++;
|
||||
iV = rules.GetVector3Item(idx);
|
||||
wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
|
||||
idx++;
|
||||
wl.densityMultiplier = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
|
||||
idx++;
|
||||
wl.distanceMultiplier = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
|
||||
idx++;
|
||||
wl.drawClassicClouds = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_EAST_ANGLE:
|
||||
idx++;
|
||||
wl.eastAngle = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
|
||||
idx++;
|
||||
wl.fresnelOffset = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
|
||||
idx++;
|
||||
wl.fresnelScale = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_HAZE_DENSITY:
|
||||
idx++;
|
||||
wl.hazeDensity = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_HAZE_HORIZON:
|
||||
idx++;
|
||||
wl.hazeHorizon = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_HORIZON:
|
||||
idx++;
|
||||
iQ = rules.GetQuaternionItem(idx);
|
||||
wl.horizon = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
|
||||
idx++;
|
||||
iV = rules.GetVector3Item(idx);
|
||||
wl.littleWaveDirection = new Vector2((float)iV.x, (float)iV.y);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
|
||||
idx++;
|
||||
wl.maxAltitude = (ushort)rules.GetLSLIntegerItem(idx).value;
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
|
||||
idx++;
|
||||
wl.normalMapTexture = new UUID(rules.GetLSLStringItem(idx).m_string);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
|
||||
idx++;
|
||||
iV = rules.GetVector3Item(idx);
|
||||
wl.reflectionWaveletScale = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
|
||||
idx++;
|
||||
wl.refractScaleAbove = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
|
||||
idx++;
|
||||
wl.refractScaleBelow = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_SCENE_GAMMA:
|
||||
idx++;
|
||||
wl.sceneGamma = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
|
||||
idx++;
|
||||
wl.starBrightness = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
|
||||
idx++;
|
||||
wl.sunGlowFocus = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
|
||||
idx++;
|
||||
wl.sunGlowSize = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
|
||||
idx++;
|
||||
iQ = rules.GetQuaternionItem(idx);
|
||||
wl.sunMoonColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
|
||||
idx++;
|
||||
wl.underwaterFogModifier = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_WATER_COLOR:
|
||||
idx++;
|
||||
iV = rules.GetVector3Item(idx);
|
||||
wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
|
||||
idx++;
|
||||
wl.waterFogDensityExponent = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
default:
|
||||
success = 0;
|
||||
break;
|
||||
}
|
||||
idx++;
|
||||
}
|
||||
m_host.ParentGroup.Scene.StoreWindlightProfile(wl);
|
||||
|
||||
}
|
||||
return success;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -42,7 +42,6 @@ using OpenSim.Region.CoreModules.Avatar.NPC;
|
|||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Framework.Scenes.Hypergrid;
|
||||
using OpenSim.Region.CoreModules.World.Meta7Windlight;
|
||||
using OpenSim.Region.ScriptEngine.Shared;
|
||||
using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
|
||||
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
|
||||
|
@ -1974,338 +1973,5 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current Windlight scene
|
||||
/// </summary>
|
||||
/// <returns>List of windlight parameters</returns>
|
||||
public LSL_List osGetWindlightScene(LSL_List rules)
|
||||
{
|
||||
CheckThreatLevel(ThreatLevel.Low, "osGetWindlightScene");
|
||||
m_host.AddScriptLPS(1);
|
||||
RegionMeta7WindlightData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings;
|
||||
|
||||
LSL_List values = new LSL_List();
|
||||
int idx = 0;
|
||||
while (idx < rules.Length)
|
||||
{
|
||||
uint rule = (uint)rules.GetLSLIntegerItem(idx);
|
||||
LSL_List toadd = new LSL_List();
|
||||
|
||||
switch (rule)
|
||||
{
|
||||
case (int)ScriptBaseClass.WL_AMBIENT:
|
||||
toadd.Add(new LSL_Rotation(wl.ambient.X, wl.ambient.Y, wl.ambient.Z, wl.ambient.W));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
|
||||
toadd.Add(new LSL_Vector(wl.bigWaveDirection.X, wl.bigWaveDirection.Y, 0.0f));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_BLUE_DENSITY:
|
||||
toadd.Add(new LSL_Rotation(wl.blueDensity.X, wl.blueDensity.Y, wl.blueDensity.Z, wl.blueDensity.W));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
|
||||
toadd.Add(new LSL_Float(wl.blurMultiplier));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_COLOR:
|
||||
toadd.Add(new LSL_Rotation(wl.cloudColor.X, wl.cloudColor.Y, wl.cloudColor.Z, wl.cloudColor.W));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
|
||||
toadd.Add(new LSL_Float(wl.cloudCoverage));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
|
||||
toadd.Add(new LSL_Vector(wl.cloudDetailXYDensity.X, wl.cloudDetailXYDensity.Y, wl.cloudDetailXYDensity.Z));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCALE:
|
||||
toadd.Add(new LSL_Float(wl.cloudScale));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
|
||||
toadd.Add(new LSL_Float(wl.cloudScrollX));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
|
||||
toadd.Add(new LSL_Integer(wl.cloudScrollXLock ? 1 : 0));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
|
||||
toadd.Add(new LSL_Float(wl.cloudScrollY));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
|
||||
toadd.Add(new LSL_Integer(wl.cloudScrollYLock ? 1 : 0));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
|
||||
toadd.Add(new LSL_Vector(wl.cloudXYDensity.X, wl.cloudXYDensity.Y, wl.cloudXYDensity.Z));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
|
||||
toadd.Add(new LSL_Float(wl.densityMultiplier));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
|
||||
toadd.Add(new LSL_Float(wl.distanceMultiplier));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
|
||||
toadd.Add(new LSL_Integer(wl.drawClassicClouds ? 1 : 0));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_EAST_ANGLE:
|
||||
toadd.Add(new LSL_Float(wl.eastAngle));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
|
||||
toadd.Add(new LSL_Float(wl.fresnelOffset));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
|
||||
toadd.Add(new LSL_Float(wl.fresnelScale));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_HAZE_DENSITY:
|
||||
toadd.Add(new LSL_Float(wl.hazeDensity));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_HAZE_HORIZON:
|
||||
toadd.Add(new LSL_Float(wl.hazeHorizon));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_HORIZON:
|
||||
toadd.Add(new LSL_Rotation(wl.horizon.X, wl.horizon.Y, wl.horizon.Z, wl.horizon.W));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
|
||||
toadd.Add(new LSL_Vector(wl.littleWaveDirection.X, wl.littleWaveDirection.Y, 0.0f));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
|
||||
toadd.Add(new LSL_Integer(wl.maxAltitude));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
|
||||
toadd.Add(new LSL_Key(wl.normalMapTexture.ToString()));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
|
||||
toadd.Add(new LSL_Vector(wl.reflectionWaveletScale.X, wl.reflectionWaveletScale.Y, wl.reflectionWaveletScale.Z));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
|
||||
toadd.Add(new LSL_Float(wl.refractScaleAbove));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
|
||||
toadd.Add(new LSL_Float(wl.refractScaleBelow));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_SCENE_GAMMA:
|
||||
toadd.Add(new LSL_Float(wl.sceneGamma));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
|
||||
toadd.Add(new LSL_Float(wl.starBrightness));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
|
||||
toadd.Add(new LSL_Float(wl.sunGlowFocus));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
|
||||
toadd.Add(new LSL_Float(wl.sunGlowSize));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
|
||||
toadd.Add(new LSL_Rotation(wl.sunMoonColor.X, wl.sunMoonColor.Y, wl.sunMoonColor.Z, wl.sunMoonColor.W));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
|
||||
toadd.Add(new LSL_Float(wl.underwaterFogModifier));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_WATER_COLOR:
|
||||
toadd.Add(new LSL_Vector(wl.waterColor.X, wl.waterColor.Y, wl.waterColor.Z));
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
|
||||
toadd.Add(new LSL_Float(wl.waterFogDensityExponent));
|
||||
break;
|
||||
}
|
||||
|
||||
if (toadd.Length > 0)
|
||||
{
|
||||
values.Add(rule);
|
||||
values.Add(toadd.Data[0]);
|
||||
}
|
||||
idx++;
|
||||
}
|
||||
|
||||
|
||||
return values;
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the current Windlight scene
|
||||
/// </summary>
|
||||
/// <param name="rules"></param>
|
||||
/// <returns>success: true or false</returns>
|
||||
public int osSetWindlightScene(LSL_List rules)
|
||||
{
|
||||
CheckThreatLevel(ThreatLevel.High, "osSetWindlightScene");
|
||||
int success = 0;
|
||||
m_host.AddScriptLPS(1);
|
||||
if (Meta7WindlightModule.EnableWindlight)
|
||||
{
|
||||
RegionMeta7WindlightData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings;
|
||||
|
||||
LSL_List values = new LSL_List();
|
||||
int idx = 0;
|
||||
success = 1;
|
||||
while (idx < rules.Length)
|
||||
{
|
||||
uint rule = (uint)rules.GetLSLIntegerItem(idx);
|
||||
LSL_Types.Quaternion iQ;
|
||||
LSL_Types.Vector3 iV;
|
||||
switch (rule)
|
||||
{
|
||||
case (int)ScriptBaseClass.WL_AMBIENT:
|
||||
idx++;
|
||||
iQ = rules.GetQuaternionItem(idx);
|
||||
wl.ambient = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
|
||||
idx++;
|
||||
iV = rules.GetVector3Item(idx);
|
||||
wl.bigWaveDirection = new Vector2((float)iV.x, (float)iV.y);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_BLUE_DENSITY:
|
||||
idx++;
|
||||
iQ = rules.GetQuaternionItem(idx);
|
||||
wl.blueDensity = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
|
||||
idx++;
|
||||
wl.blurMultiplier = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_COLOR:
|
||||
idx++;
|
||||
iQ = rules.GetQuaternionItem(idx);
|
||||
wl.cloudColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
|
||||
idx++;
|
||||
wl.cloudCoverage = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
|
||||
idx++;
|
||||
iV = rules.GetVector3Item(idx);
|
||||
wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCALE:
|
||||
idx++;
|
||||
wl.cloudScale = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
|
||||
idx++;
|
||||
wl.cloudScrollX = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
|
||||
idx++;
|
||||
wl.cloudScrollXLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
|
||||
idx++;
|
||||
wl.cloudScrollY = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
|
||||
idx++;
|
||||
wl.cloudScrollYLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
|
||||
idx++;
|
||||
iV = rules.GetVector3Item(idx);
|
||||
wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
|
||||
idx++;
|
||||
wl.densityMultiplier = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
|
||||
idx++;
|
||||
wl.distanceMultiplier = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
|
||||
idx++;
|
||||
wl.drawClassicClouds = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_EAST_ANGLE:
|
||||
idx++;
|
||||
wl.eastAngle = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
|
||||
idx++;
|
||||
wl.fresnelOffset = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
|
||||
idx++;
|
||||
wl.fresnelScale = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_HAZE_DENSITY:
|
||||
idx++;
|
||||
wl.hazeDensity = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_HAZE_HORIZON:
|
||||
idx++;
|
||||
wl.hazeHorizon= (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_HORIZON:
|
||||
idx++;
|
||||
iQ = rules.GetQuaternionItem(idx);
|
||||
wl.horizon = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
|
||||
idx++;
|
||||
iV = rules.GetVector3Item(idx);
|
||||
wl.littleWaveDirection = new Vector2((float)iV.x, (float)iV.y);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
|
||||
idx++;
|
||||
wl.maxAltitude = (ushort)rules.GetLSLIntegerItem(idx).value;
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
|
||||
idx++;
|
||||
wl.normalMapTexture = new UUID(rules.GetLSLStringItem(idx).m_string);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
|
||||
idx++;
|
||||
iV = rules.GetVector3Item(idx);
|
||||
wl.reflectionWaveletScale= new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
|
||||
idx++;
|
||||
wl.refractScaleAbove = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
|
||||
idx++;
|
||||
wl.refractScaleBelow = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_SCENE_GAMMA:
|
||||
idx++;
|
||||
wl.sceneGamma = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
|
||||
idx++;
|
||||
wl.starBrightness= (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
|
||||
idx++;
|
||||
wl.sunGlowFocus= (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
|
||||
idx++;
|
||||
wl.sunGlowSize= (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
|
||||
idx++;
|
||||
iQ = rules.GetQuaternionItem(idx);
|
||||
wl.sunMoonColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
|
||||
idx++;
|
||||
wl.underwaterFogModifier = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_WATER_COLOR:
|
||||
idx++;
|
||||
iV = rules.GetVector3Item(idx);
|
||||
wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
|
||||
break;
|
||||
case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
|
||||
idx++;
|
||||
wl.waterFogDensityExponent = (float)rules.GetLSLFloatItem(idx);
|
||||
break;
|
||||
default:
|
||||
success = 0;
|
||||
break;
|
||||
}
|
||||
idx++;
|
||||
}
|
||||
m_host.ParentGroup.Scene.StoreWindlightProfile(wl);
|
||||
|
||||
}
|
||||
return success;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,20 @@
|
|||
using System.Collections;
|
||||
using OpenSim.Region.ScriptEngine.Interfaces;
|
||||
|
||||
using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
|
||||
using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
||||
{
|
||||
public interface ICM_Api
|
||||
{
|
||||
// Windlight Functions
|
||||
LSL_List cmGetWindlightScene(LSL_List rules);
|
||||
int cmSetWindlightScene(LSL_List rules);
|
||||
}
|
||||
}
|
|
@ -163,10 +163,5 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
|||
key osGetMapTexture();
|
||||
key osGetRegionMapTexture(string regionName);
|
||||
LSL_List osGetRegionStats();
|
||||
|
||||
// Windlight Functions
|
||||
LSL_List osGetWindlightScene(LSL_List rules);
|
||||
int osSetWindlightScene(LSL_List rules);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,76 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
|
||||
using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
|
||||
using LSLInteger = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
||||
{
|
||||
public partial class ScriptBaseClass
|
||||
{
|
||||
// Constants for cmWindlight*
|
||||
public const int WL_WATER_COLOR = 0;
|
||||
public const int WL_WATER_FOG_DENSITY_EXPONENT = 1;
|
||||
public const int WL_UNDERWATER_FOG_MODIFIER = 2;
|
||||
public const int WL_REFLECTION_WAVELET_SCALE = 3;
|
||||
public const int WL_FRESNEL_SCALE = 4;
|
||||
public const int WL_FRESNEL_OFFSET = 5;
|
||||
public const int WL_REFRACT_SCALE_ABOVE = 6;
|
||||
public const int WL_REFRACT_SCALE_BELOW = 7;
|
||||
public const int WL_BLUR_MULTIPLIER = 8;
|
||||
public const int WL_BIG_WAVE_DIRECTION = 9;
|
||||
public const int WL_LITTLE_WAVE_DIRECTION = 10;
|
||||
public const int WL_NORMAL_MAP_TEXTURE = 11;
|
||||
public const int WL_HORIZON = 12;
|
||||
public const int WL_HAZE_HORIZON = 13;
|
||||
public const int WL_BLUE_DENSITY = 14;
|
||||
public const int WL_HAZE_DENSITY = 15;
|
||||
public const int WL_DENSITY_MULTIPLIER = 16;
|
||||
public const int WL_DISTANCE_MULTIPLIER = 17;
|
||||
public const int WL_MAX_ALTITUDE = 18;
|
||||
public const int WL_SUN_MOON_COLOR = 19;
|
||||
public const int WL_AMBIENT = 20;
|
||||
public const int WL_EAST_ANGLE = 21;
|
||||
public const int WL_SUN_GLOW_FOCUS = 22;
|
||||
public const int WL_SUN_GLOW_SIZE = 23;
|
||||
public const int WL_SCENE_GAMMA = 24;
|
||||
public const int WL_STAR_BRIGHTNESS = 25;
|
||||
public const int WL_CLOUD_COLOR = 26;
|
||||
public const int WL_CLOUD_XY_DENSITY = 27;
|
||||
public const int WL_CLOUD_COVERAGE = 28;
|
||||
public const int WL_CLOUD_SCALE = 29;
|
||||
public const int WL_CLOUD_DETAIL_XY_DENSITY = 30;
|
||||
public const int WL_CLOUD_SCROLL_X = 31;
|
||||
public const int WL_CLOUD_SCROLL_Y = 32;
|
||||
public const int WL_CLOUD_SCROLL_Y_LOCK = 33;
|
||||
public const int WL_CLOUD_SCROLL_X_LOCK = 34;
|
||||
public const int WL_DRAW_CLASSIC_CLOUDS = 35;
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,71 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Runtime.Remoting.Lifetime;
|
||||
using System.Threading;
|
||||
using System.Reflection;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.ScriptEngine.Interfaces;
|
||||
using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
|
||||
using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
|
||||
using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
|
||||
using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
|
||||
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
||||
{
|
||||
public partial class ScriptBaseClass : MarshalByRefObject
|
||||
{
|
||||
public ICM_Api m_CM_Functions;
|
||||
|
||||
public void ApiTypeCM(IScriptApi api)
|
||||
{
|
||||
if (!(api is ICM_Api))
|
||||
return;
|
||||
|
||||
m_CM_Functions = (ICM_Api)api;
|
||||
}
|
||||
|
||||
public LSL_List cmGetWindlightScene(LSL_List rules)
|
||||
{
|
||||
return m_CM_Functions.cmGetWindlightScene(rules);
|
||||
}
|
||||
|
||||
public int cmSetWindlightScene(LSL_List rules)
|
||||
{
|
||||
return m_CM_Functions.cmSetWindlightScene(rules);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -539,43 +539,5 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
public const int STATS_ACTIVE_SCRIPTS = 19;
|
||||
public const int STATS_SCRIPT_LPS = 20;
|
||||
|
||||
// Constants for osWindlight*
|
||||
public const int WL_WATER_COLOR = 0;
|
||||
public const int WL_WATER_FOG_DENSITY_EXPONENT = 1;
|
||||
public const int WL_UNDERWATER_FOG_MODIFIER = 2;
|
||||
public const int WL_REFLECTION_WAVELET_SCALE = 3;
|
||||
public const int WL_FRESNEL_SCALE = 4;
|
||||
public const int WL_FRESNEL_OFFSET = 5;
|
||||
public const int WL_REFRACT_SCALE_ABOVE = 6;
|
||||
public const int WL_REFRACT_SCALE_BELOW = 7;
|
||||
public const int WL_BLUR_MULTIPLIER = 8;
|
||||
public const int WL_BIG_WAVE_DIRECTION = 9;
|
||||
public const int WL_LITTLE_WAVE_DIRECTION = 10;
|
||||
public const int WL_NORMAL_MAP_TEXTURE = 11;
|
||||
public const int WL_HORIZON = 12;
|
||||
public const int WL_HAZE_HORIZON = 13;
|
||||
public const int WL_BLUE_DENSITY = 14;
|
||||
public const int WL_HAZE_DENSITY = 15;
|
||||
public const int WL_DENSITY_MULTIPLIER = 16;
|
||||
public const int WL_DISTANCE_MULTIPLIER = 17;
|
||||
public const int WL_MAX_ALTITUDE = 18;
|
||||
public const int WL_SUN_MOON_COLOR = 19;
|
||||
public const int WL_AMBIENT = 20;
|
||||
public const int WL_EAST_ANGLE = 21;
|
||||
public const int WL_SUN_GLOW_FOCUS = 22;
|
||||
public const int WL_SUN_GLOW_SIZE = 23;
|
||||
public const int WL_SCENE_GAMMA = 24;
|
||||
public const int WL_STAR_BRIGHTNESS = 25;
|
||||
public const int WL_CLOUD_COLOR = 26;
|
||||
public const int WL_CLOUD_XY_DENSITY = 27;
|
||||
public const int WL_CLOUD_COVERAGE = 28;
|
||||
public const int WL_CLOUD_SCALE = 29;
|
||||
public const int WL_CLOUD_DETAIL_XY_DENSITY = 30;
|
||||
public const int WL_CLOUD_SCROLL_X = 31;
|
||||
public const int WL_CLOUD_SCROLL_Y = 32;
|
||||
public const int WL_CLOUD_SCROLL_Y_LOCK = 33;
|
||||
public const int WL_CLOUD_SCROLL_X_LOCK = 34;
|
||||
public const int WL_DRAW_CLASSIC_CLOUDS = 35;
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -637,15 +637,5 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
{
|
||||
return m_OSSL_Functions.osGetRegionStats();
|
||||
}
|
||||
|
||||
public LSL_List osGetWindlightScene(LSL_List rules)
|
||||
{
|
||||
return m_OSSL_Functions.osGetWindlightScene(rules);
|
||||
}
|
||||
|
||||
public int osSetWindlightScene(LSL_List rules)
|
||||
{
|
||||
return m_OSSL_Functions.osSetWindlightScene(rules);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -980,6 +980,9 @@
|
|||
|
||||
; Allow the use of os* functions (some are dangerous)
|
||||
AllowOSFunctions = false
|
||||
|
||||
; Allow the user of Careminster functions
|
||||
AllowCareminsterFunctions = false
|
||||
|
||||
; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
|
||||
OSFunctionThreatLevel = VeryLow
|
||||
|
|
Loading…
Reference in New Issue