making use of implicit operators and Util.Clip handling of Vector3
parent
b863a15a82
commit
ede3b9ab07
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@ -2857,6 +2857,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="face"></param>
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public void SetFaceColor(Vector3 color, int face)
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{
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Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
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// The only way to get a deep copy/ If we don't do this, we can
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// never detect color changes further down.
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Byte[] buf = Shape.Textures.GetBytes();
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@ -2865,9 +2867,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (face >= 0 && face < GetNumberOfSides())
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
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texcolor.R = clippedColor.X;
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texcolor.G = clippedColor.Y;
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texcolor.B = clippedColor.Z;
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tex.FaceTextures[face].RGBA = texcolor;
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UpdateTextureEntry(tex.GetBytes());
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return;
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@ -2879,15 +2881,15 @@ namespace OpenSim.Region.Framework.Scenes
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if (tex.FaceTextures[i] != null)
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{
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texcolor = tex.FaceTextures[i].RGBA;
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texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
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texcolor.R = clippedColor.X;
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texcolor.G = clippedColor.Y;
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texcolor.B = clippedColor.Z;
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tex.FaceTextures[i].RGBA = texcolor;
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
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texcolor.R = clippedColor.X;
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texcolor.G = clippedColor.Y;
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texcolor.B = clippedColor.Z;
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tex.DefaultTexture.RGBA = texcolor;
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}
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UpdateTextureEntry(tex.GetBytes());
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@ -2903,6 +2905,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="alpha"></param>
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public void SetFaceColorAlpha(int face, Vector3 color, double alpha)
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{
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Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
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float clippedAlpha = Util.Clip((float)alpha, 0.0f, 1.0f);
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// The only way to get a deep copy/ If we don't do this, we can
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// never detect color changes further down.
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Byte[] buf = Shape.Textures.GetBytes();
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@ -2911,10 +2916,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (face >= 0 && face < GetNumberOfSides())
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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texcolor.R = clippedColor.X;
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texcolor.G = clippedColor.Y;
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texcolor.B = clippedColor.Z;
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texcolor.A = clippedAlpha;
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tex.FaceTextures[face].RGBA = texcolor;
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UpdateTextureEntry(tex.GetBytes());
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return;
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@ -2926,17 +2931,17 @@ namespace OpenSim.Region.Framework.Scenes
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if (tex.FaceTextures[i] != null)
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{
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texcolor = tex.FaceTextures[i].RGBA;
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texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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texcolor.R = clippedColor.X;
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texcolor.G = clippedColor.Y;
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texcolor.B = clippedColor.Z;
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texcolor.A = clippedAlpha;
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tex.FaceTextures[i].RGBA = texcolor;
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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texcolor.R = clippedColor.X;
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texcolor.G = clippedColor.Y;
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texcolor.B = clippedColor.Z;
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texcolor.A = clippedAlpha;
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tex.DefaultTexture.RGBA = texcolor;
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}
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UpdateTextureEntry(tex.GetBytes());
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@ -7484,7 +7484,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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LSL_Vector color=rules.GetVector3Item(idx++);
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double alpha=(double)rules.GetLSLFloatItem(idx++);
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part.SetFaceColorAlpha(face, new Vector3((float)color.x, (float)color.y, (float)color.z), alpha);
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part.SetFaceColorAlpha(face, color, alpha);
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break;
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