Enable scripting interface for windlight
parent
dbd8c400ce
commit
e3f229225c
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@ -677,6 +677,10 @@ VALUES
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//Return default LL windlight settings
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return new RegionMeta7WindlightData();
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}
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public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
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{
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//This connector doesn't support the windlight module yet
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}
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/// <summary>
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/// Loads the settings of a region.
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/// </summary>
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@ -56,6 +56,10 @@ namespace OpenSim.Data.Null
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//Return default LL windlight settings
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return new RegionMeta7WindlightData();
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}
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public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
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{
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//This connector doesn't support the windlight module yet
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}
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public RegionSettings LoadRegionSettings(UUID regionUUID)
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{
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return null;
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@ -278,6 +278,10 @@ namespace OpenSim.Data.SQLite
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//Return default LL windlight settings
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return new RegionMeta7WindlightData();
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}
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public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
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{
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//This connector doesn't support the windlight module yet
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}
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public RegionSettings LoadRegionSettings(UUID regionUUID)
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{
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lock (ds)
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@ -104,6 +104,7 @@ namespace OpenSim.Region.Framework.Interfaces
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void StoreRegionSettings(RegionSettings rs);
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RegionSettings LoadRegionSettings(UUID regionUUID);
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RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID);
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void StoreRegionWindlightSettings(RegionMeta7WindlightData wl);
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void Shutdown();
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}
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@ -193,7 +193,9 @@ namespace OpenSim.Region.Framework.Scenes
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public event OnMakeChildAgentDelegate OnMakeChildAgent;
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public delegate void OnMakeRootAgentDelegate(ScenePresence presence);
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public delegate void OnSaveNewWindlightProfileDelegate();
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public event OnMakeRootAgentDelegate OnMakeRootAgent;
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public event OnSaveNewWindlightProfileDelegate OnSaveNewWindlightProfile;
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public delegate void NewInventoryItemUploadComplete(UUID avatarID, UUID assetID, string name, int userlevel);
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@ -411,6 +413,7 @@ namespace OpenSim.Region.Framework.Scenes
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private IncomingInstantMessage handlerUnhandledInstantMessage = null; //OnUnhandledInstantMessage;
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private ClientClosed handlerClientClosed = null; //OnClientClosed;
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private OnMakeChildAgentDelegate handlerMakeChildAgent = null; //OnMakeChildAgent;
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private OnSaveNewWindlightProfileDelegate handlerSaveNewWindlightProfile = null; //OnSaveNewWindlightProfile;
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private OnMakeRootAgentDelegate handlerMakeRootAgent = null; //OnMakeRootAgent;
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private OnTerrainTickDelegate handlerTerrainTick = null; // OnTerainTick;
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private RegisterCapsEvent handlerRegisterCaps = null; // OnRegisterCaps;
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@ -772,6 +775,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void TriggerOnSaveNewWindlightProfile()
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{
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handlerSaveNewWindlightProfile = OnSaveNewWindlightProfile;
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if (handlerSaveNewWindlightProfile != null)
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{
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handlerSaveNewWindlightProfile();
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}
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}
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public void TriggerOnMakeRootAgent(ScenePresence presence)
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{
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handlerMakeRootAgent = OnMakeRootAgent;
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@ -1505,6 +1505,13 @@ namespace OpenSim.Region.Framework.Scenes
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m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
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}
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public void StoreWindlightProfile(RegionMeta7WindlightData wl)
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{
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m_regInfo.WindlightSettings = wl;
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m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
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m_eventManager.TriggerOnSaveNewWindlightProfile();
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}
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/// <summary>
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/// Loads the World heightmap
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/// </summary>
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@ -107,6 +107,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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//Return default LL windlight settings
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return new RegionMeta7WindlightData();
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}
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public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
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{
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//This connector doesn't support the windlight module yet
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}
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public RegionSettings LoadRegionSettings(UUID regionUUID)
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{
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return null;
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@ -42,6 +42,7 @@ using OpenSim.Region.CoreModules.Avatar.NPC;
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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.Framework.Scenes.Hypergrid;
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using OpenSim.Region.CoreModules.World.Meta7Windlight;
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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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@ -1974,5 +1975,337 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return ret;
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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 osGetWindlightScene(LSL_List rules)
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{
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CheckThreatLevel(ThreatLevel.Low, "osGetWindlightScene");
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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 osSetWindlightScene(LSL_List rules)
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{
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CheckThreatLevel(ThreatLevel.High, "osSetWindlightScene");
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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;
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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;
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case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
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idx++;
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wl.cloudScrollY = (float)rules.GetLSLFloatItem(idx);
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break;
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case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
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idx++;
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wl.cloudScrollYLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
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break;
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case (int)ScriptBaseClass.WL_CLOUD_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_DENSITY_MULTIPLIER:
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idx++;
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wl.densityMultiplier = (float)rules.GetLSLFloatItem(idx);
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break;
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case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
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idx++;
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wl.distanceMultiplier = (float)rules.GetLSLFloatItem(idx);
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break;
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case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
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idx++;
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wl.drawClassicClouds = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
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break;
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case (int)ScriptBaseClass.WL_EAST_ANGLE:
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idx++;
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wl.eastAngle = (float)rules.GetLSLFloatItem(idx);
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break;
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case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
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idx++;
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wl.fresnelOffset = (float)rules.GetLSLFloatItem(idx);
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break;
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case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
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idx++;
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wl.fresnelScale = (float)rules.GetLSLFloatItem(idx);
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break;
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case (int)ScriptBaseClass.WL_HAZE_DENSITY:
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idx++;
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wl.hazeDensity = (float)rules.GetLSLFloatItem(idx);
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break;
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case (int)ScriptBaseClass.WL_HAZE_HORIZON:
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idx++;
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wl.hazeHorizon= (float)rules.GetLSLFloatItem(idx);
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break;
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case (int)ScriptBaseClass.WL_HORIZON:
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idx++;
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iQ = rules.GetQuaternionItem(idx);
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wl.horizon = 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_LITTLE_WAVE_DIRECTION:
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idx++;
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iV = rules.GetVector3Item(idx);
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wl.littleWaveDirection = new Vector2((float)iV.x, (float)iV.y);
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break;
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case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
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idx++;
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wl.maxAltitude = (ushort)rules.GetLSLIntegerItem(idx).value;
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break;
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case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
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idx++;
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wl.normalMapTexture = new UUID(rules.GetLSLStringItem(idx).m_string);
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break;
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case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
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idx++;
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iV = rules.GetVector3Item(idx);
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wl.reflectionWaveletScale= new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
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break;
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case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
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idx++;
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wl.refractScaleAbove = (float)rules.GetLSLFloatItem(idx);
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break;
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case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
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idx++;
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wl.refractScaleBelow = (float)rules.GetLSLFloatItem(idx);
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -163,5 +163,10 @@ 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);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -539,5 +539,43 @@ 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;
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -637,5 +637,15 @@ 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue