void ConvertLSLToWindlight (ref WindlightDayCycle cycle, int preset, LSL_List list) { var skyDatas = cycle.Cycle.DataSettings.Values.ToList (); var skyData = skyDatas [preset]; for (int i = 0; i < list.Data.Length; i += 2) { int key = list.GetLSLIntegerItem (i); switch (key) { case ScriptBaseClass.WL_AMBIENT: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.ambient = rot.ToVector4 (); break; } case ScriptBaseClass.WL_CLOUD_COLOR: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.cloud_color = rot.ToVector4 (); break; } case ScriptBaseClass.WL_CLOUD_POS_DENSITY1: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.cloud_pos_density1 = rot.ToVector4 (); break; } case ScriptBaseClass.WL_CLOUD_POS_DENSITY2: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.cloud_pos_density2 = rot.ToVector4 (); break; } case ScriptBaseClass.WL_CLOUD_SCALE: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.cloud_scale = rot.ToVector4 (); break; } case ScriptBaseClass.WL_CLOUD_SCROLL_X: { LSL_Integer integer = list.GetLSLIntegerItem (i + 1); skyData.cloud_scroll_rate.X = integer; break; } case ScriptBaseClass.WL_CLOUD_SCROLL_Y: { LSL_Integer integer = list.GetLSLIntegerItem (i + 1); skyData.cloud_scroll_rate.Y = integer; break; } case ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK: { LSL_Integer integer = list.GetLSLIntegerItem (i + 1); skyData.enable_cloud_scroll.X = integer; break; } case ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK: { LSL_Integer integer = list.GetLSLIntegerItem (i + 1); skyData.enable_cloud_scroll.Y = integer; break; } case ScriptBaseClass.WL_CLOUD_SHADOW: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.cloud_shadow = rot.ToVector4 (); break; } case ScriptBaseClass.WL_SKY_BLUE_DENSITY: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.blue_density = rot.ToVector4 (); break; } case ScriptBaseClass.WL_SKY_BLUR_HORIZON: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.blue_horizon = rot.ToVector4 (); break; } case ScriptBaseClass.WL_SKY_DENSITY_MULTIPLIER: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.density_multiplier = rot.ToVector4 (); break; } case ScriptBaseClass.WL_SKY_DISTANCE_MULTIPLIER: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.distance_multiplier = rot.ToVector4 (); break; } case ScriptBaseClass.WL_SKY_GAMMA: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.gamma = rot.ToVector4 (); break; } case ScriptBaseClass.WL_SKY_GLOW: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.glow = rot.ToVector4 (); break; } case ScriptBaseClass.WL_SKY_HAZE_DENSITY: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.haze_density = rot.ToVector4 (); break; } case ScriptBaseClass.WL_SKY_HAZE_HORIZON: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.haze_horizon = rot.ToVector4 (); break; } case ScriptBaseClass.WL_SKY_LIGHT_NORMALS: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.lightnorm = rot.ToVector4 (); break; } case ScriptBaseClass.WL_SKY_MAX_ALTITUDE: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.max_y = rot.ToVector4 (); break; } case ScriptBaseClass.WL_SKY_STAR_BRIGHTNESS: { LSL_Float f = list.GetLSLFloatItem (i + 1); skyData.star_brightness = (float)f.value; break; } case ScriptBaseClass.WL_SKY_SUNLIGHT_COLOR: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); skyData.sunlight_color = rot.ToVector4 (); break; } case ScriptBaseClass.WL_WATER_BIG_WAVE_DIRECTION: { var rot = list.GetVector3Item (i + 1); cycle.Water.wave1Dir = new Vector2 ((float)rot.x.value, (float)rot.y.value); break; } case ScriptBaseClass.WL_WATER_BLUR_MULTIPLIER: { var f = list.GetLSLFloatItem (i + 1); cycle.Water.blurMultiplier = (float)f.value; break; } case ScriptBaseClass.WL_WATER_FOG_COLOR: { LSL_Rotation rot = list.GetQuaternionItem (i + 1); cycle.Water.waterFogColor = rot.ToVector4 (); break; } case ScriptBaseClass.WL_WATER_FOG_DENSITY: { var f = list.GetLSLFloatItem (i + 1); cycle.Water.waterFogDensity = (float)f.value; break; } case ScriptBaseClass.WL_WATER_FRESNEL_OFFSET: { var f = list.GetLSLFloatItem (i + 1); cycle.Water.fresnelOffset = (float)f.value; break; } case ScriptBaseClass.WL_WATER_FRESNEL_SCALE: { var f = list.GetLSLFloatItem (i + 1); cycle.Water.fresnelScale = (float)f.value; break; } case ScriptBaseClass.WL_WATER_LITTLE_WAVE_DIRECTION: { var rot = list.GetVector3Item (i + 1); cycle.Water.wave2Dir = new Vector2 ((float)rot.x.value, (float)rot.y.value); break; } case ScriptBaseClass.WL_WATER_NORMAL_MAP: { var f = list.GetLSLStringItem (i + 1); cycle.Water.normalMap = UUID.Parse (f.m_string); break; } case ScriptBaseClass.WL_WATER_NORMAL_SCALE: { LSL_Vector rot = list.GetVector3Item (i + 1); cycle.Water.normScale = rot.ToVector3 (); break; } case ScriptBaseClass.WL_WATER_SCALE_ABOVE: { var f = list.GetLSLFloatItem (i + 1); cycle.Water.scaleAbove = (float)f.value; break; } case ScriptBaseClass.WL_WATER_SCALE_BELOW: { var f = list.GetLSLFloatItem (i + 1); cycle.Water.scaleBelow = (float)f.value; break; } case ScriptBaseClass.WL_WATER_UNDERWATER_FOG_MODIFIER: { var f = list.GetLSLFloatItem (i + 1); cycle.Water.underWaterFogMod = (float)f.value; break; } } } }
public void SetDayCycle(WindlightDayCycle cycle) { m_scene.RegionInfo.EnvironmentSettings = cycle.ToOSD(); }
void ConvertWindlightDayCycle (WindlightDayCycle cycle, int preset, int rule, ref LSL_List list) { var skyDatas = cycle.Cycle.DataSettings.Values.ToList (); var skyData = skyDatas [preset]; switch (rule) { case ScriptBaseClass.WL_AMBIENT: list.Add (new LSL_Rotation (skyData.ambient.X, skyData.ambient.Y, skyData.ambient.Z, skyData.ambient.W)); break; case ScriptBaseClass.WL_SKY_BLUE_DENSITY: list.Add (new LSL_Rotation (skyData.blue_density.X, skyData.blue_density.Y, skyData.blue_density.Z, skyData.blue_density.W)); break; case ScriptBaseClass.WL_SKY_BLUR_HORIZON: list.Add (new LSL_Rotation (skyData.blue_horizon.X, skyData.blue_horizon.Y, skyData.blue_horizon.Z, skyData.blue_horizon.W)); break; case ScriptBaseClass.WL_CLOUD_COLOR: list.Add (new LSL_Rotation (skyData.cloud_color.X, skyData.cloud_color.Y, skyData.cloud_color.Z, skyData.cloud_color.W)); break; case ScriptBaseClass.WL_CLOUD_POS_DENSITY1: list.Add (new LSL_Rotation (skyData.cloud_pos_density1.X, skyData.cloud_pos_density1.Y, skyData.cloud_pos_density1.Z, skyData.cloud_pos_density1.W)); break; case ScriptBaseClass.WL_CLOUD_POS_DENSITY2: list.Add (new LSL_Rotation (skyData.cloud_pos_density2.X, skyData.cloud_pos_density2.Y, skyData.cloud_pos_density2.Z, skyData.cloud_pos_density2.W)); break; case ScriptBaseClass.WL_CLOUD_SCALE: list.Add (new LSL_Rotation (skyData.cloud_scale.X, skyData.cloud_scale.Y, skyData.cloud_scale.Z, skyData.cloud_scale.W)); break; case ScriptBaseClass.WL_CLOUD_SCROLL_X: list.Add (new LSL_Float (skyData.cloud_scroll_rate.X)); break; case ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK: list.Add (new LSL_Integer (skyData.enable_cloud_scroll.X)); break; case ScriptBaseClass.WL_CLOUD_SCROLL_Y: list.Add (new LSL_Float (skyData.cloud_scroll_rate.Y)); break; case ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK: list.Add (new LSL_Integer (skyData.enable_cloud_scroll.Y)); break; case ScriptBaseClass.WL_CLOUD_SHADOW: list.Add (new LSL_Rotation (skyData.cloud_shadow.X, skyData.cloud_shadow.Y, skyData.cloud_shadow.Z, skyData.cloud_shadow.W)); break; case ScriptBaseClass.WL_SKY_DENSITY_MULTIPLIER: list.Add (new LSL_Rotation (skyData.density_multiplier.X, skyData.density_multiplier.Y, skyData.density_multiplier.Z, skyData.density_multiplier.W)); break; case ScriptBaseClass.WL_SKY_DISTANCE_MULTIPLIER: list.Add (new LSL_Rotation (skyData.distance_multiplier.X, skyData.distance_multiplier.Y, skyData.distance_multiplier.Z, skyData.distance_multiplier.W)); break; case ScriptBaseClass.WL_SKY_GAMMA: list.Add (new LSL_Rotation (skyData.gamma.X, skyData.gamma.Y, skyData.gamma.Z, skyData.gamma.W)); break; case ScriptBaseClass.WL_SKY_GLOW: list.Add (new LSL_Rotation (skyData.glow.X, skyData.glow.Y, skyData.glow.Z, skyData.glow.W)); break; case ScriptBaseClass.WL_SKY_HAZE_DENSITY: list.Add (new LSL_Rotation (skyData.haze_density.X, skyData.haze_density.Y, skyData.haze_density.Z, skyData.haze_density.W)); break; case ScriptBaseClass.WL_SKY_HAZE_HORIZON: list.Add (new LSL_Rotation (skyData.haze_horizon.X, skyData.haze_horizon.Y, skyData.haze_horizon.Z, skyData.haze_horizon.W)); break; case ScriptBaseClass.WL_SKY_LIGHT_NORMALS: list.Add (new LSL_Rotation (skyData.lightnorm.X, skyData.lightnorm.Y, skyData.lightnorm.Z, skyData.lightnorm.W)); break; case ScriptBaseClass.WL_SKY_MAX_ALTITUDE: list.Add (new LSL_Rotation (skyData.max_y.X, skyData.max_y.Y, skyData.max_y.Z, skyData.max_y.W)); break; case ScriptBaseClass.WL_SKY_STAR_BRIGHTNESS: list.Add (new LSL_Float (skyData.star_brightness)); break; case ScriptBaseClass.WL_SKY_SUNLIGHT_COLOR: list.Add (new LSL_Rotation (skyData.sunlight_color.X, skyData.sunlight_color.Y, skyData.sunlight_color.Z, skyData.sunlight_color.W)); break; case ScriptBaseClass.WL_WATER_BLUR_MULTIPLIER: list.Add (new LSL_Float (cycle.Water.blurMultiplier)); break; case ScriptBaseClass.WL_WATER_FRESNEL_OFFSET: list.Add (new LSL_Float (cycle.Water.fresnelOffset)); break; case ScriptBaseClass.WL_WATER_FRESNEL_SCALE: list.Add (new LSL_Float (cycle.Water.fresnelScale)); break; case ScriptBaseClass.WL_WATER_NORMAL_MAP: list.Add (new LSL_String (cycle.Water.normalMap)); break; case ScriptBaseClass.WL_WATER_NORMAL_SCALE: list.Add (new LSL_Vector (cycle.Water.normScale.X, cycle.Water.normScale.Y, cycle.Water.normScale.Z)); break; case ScriptBaseClass.WL_WATER_SCALE_ABOVE: list.Add (new LSL_Float (cycle.Water.scaleAbove)); break; case ScriptBaseClass.WL_WATER_SCALE_BELOW: list.Add (new LSL_Float (cycle.Water.scaleBelow)); break; case ScriptBaseClass.WL_WATER_UNDERWATER_FOG_MODIFIER: list.Add (new LSL_Float (cycle.Water.underWaterFogMod)); break; case ScriptBaseClass.WL_WATER_FOG_COLOR: list.Add (new LSL_Rotation (cycle.Water.waterFogColor.X, cycle.Water.waterFogColor.Y, cycle.Water.waterFogColor.Z, cycle.Water.waterFogColor.W)); break; case ScriptBaseClass.WL_WATER_FOG_DENSITY: list.Add (new LSL_Float (cycle.Water.waterFogDensity)); break; case ScriptBaseClass.WL_WATER_BIG_WAVE_DIRECTION: list.Add (new LSL_Vector (cycle.Water.wave1Dir.X, cycle.Water.wave1Dir.Y, 0.0f)); break; case ScriptBaseClass.WL_WATER_LITTLE_WAVE_DIRECTION: list.Add (new LSL_Vector (cycle.Water.wave2Dir.X, cycle.Water.wave2Dir.Y, 0.0f)); break; } }
public WindlightDayCycle GetCurrentDayCycle() { if (m_scene.RegionInfo.EnvironmentSettings != null) { WindlightDayCycle cycle = new WindlightDayCycle(); cycle.FromOSD(m_scene.RegionInfo.EnvironmentSettings); return cycle; } return null; }