SetFaceColor() public method

Set the color of prim faces
public SetFaceColor ( Vector3 color, int face ) : void
color Vector3
face int
return void
示例#1
0
        protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
        {
            int idx = 0;

            bool positionChanged = false;
            LSL_Vector currentPosition = GetPartLocalPos(part);

            try
            {
                while (idx < rules.Length)
                {
                    int code = rules.GetLSLIntegerItem(idx++);

                    int remain = rules.Length - idx;

                    int face;
                    LSL_Vector v;

                    switch (code)
                    {
                        case (int)ScriptBaseClass.PRIM_POSITION:
                        case (int)ScriptBaseClass.PRIM_POS_LOCAL:
                            if (remain < 1)
                                return;

                            v=rules.GetVector3Item(idx++);
                            positionChanged = true;
                            currentPosition = GetSetPosTarget(part, v, currentPosition);

                            break;
                        case (int)ScriptBaseClass.PRIM_SIZE:
                            if (remain < 1)
                                return;

                            v=rules.GetVector3Item(idx++);
                            SetScale(part, v);

                            break;
                        case (int)ScriptBaseClass.PRIM_ROTATION:
                            if (remain < 1)
                                return;

                            LSL_Rotation q = rules.GetQuaternionItem(idx++);
                            // try to let this work as in SL...
                            if (part.ParentID == 0)
                            {
                                // special case: If we are root, rotate complete SOG to new rotation
                                SetRot(part, Rot2Quaternion(q));
                            }
                            else
                            {
                                // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
                                SceneObjectPart rootPart = part.ParentGroup.RootPart;
                                SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
                            }

                            break;

                        case (int)ScriptBaseClass.PRIM_TYPE:
                            if (remain < 3)
                                return;

                            code = (int)rules.GetLSLIntegerItem(idx++);

                            remain = rules.Length - idx;
                            float hollow;
                            LSL_Vector twist;
                            LSL_Vector taper_b;
                            LSL_Vector topshear;
                            float revolutions;
                            float radiusoffset;
                            float skew;
                            LSL_Vector holesize;
                            LSL_Vector profilecut;

                            switch (code)
                            {
                                case (int)ScriptBaseClass.PRIM_TYPE_BOX:
                                    if (remain < 6)
                                        return;

                                    face = (int)rules.GetLSLIntegerItem(idx++);
                                    v = rules.GetVector3Item(idx++); // cut
                                    hollow = (float)rules.GetLSLFloatItem(idx++);
                                    twist = rules.GetVector3Item(idx++);
                                    taper_b = rules.GetVector3Item(idx++);
                                    topshear = rules.GetVector3Item(idx++);

                                    SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
                                        (byte)ProfileShape.Square, (byte)Extrusion.Straight);
                                    break;

                                case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
                                    if (remain < 6)
                                        return;

                                    face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                    v = rules.GetVector3Item(idx++); // cut
                                    hollow = (float)rules.GetLSLFloatItem(idx++);
                                    twist = rules.GetVector3Item(idx++);
                                    taper_b = rules.GetVector3Item(idx++);
                                    topshear = rules.GetVector3Item(idx++);
                                    SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
                                        (byte)ProfileShape.Circle, (byte)Extrusion.Straight);
                                    break;

                                case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
                                    if (remain < 6)
                                        return;

                                    face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                    v = rules.GetVector3Item(idx++); //cut
                                    hollow = (float)rules.GetLSLFloatItem(idx++);
                                    twist = rules.GetVector3Item(idx++);
                                    taper_b = rules.GetVector3Item(idx++);
                                    topshear = rules.GetVector3Item(idx++);
                                    SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
                                        (byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Straight);
                                    break;

                                case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
                                    if (remain < 5)
                                        return;

                                    face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                    v = rules.GetVector3Item(idx++); // cut
                                    hollow = (float)rules.GetLSLFloatItem(idx++);
                                    twist = rules.GetVector3Item(idx++);
                                    taper_b = rules.GetVector3Item(idx++); // dimple
                                    SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b,
                                        (byte)ProfileShape.HalfCircle, (byte)Extrusion.Curve1);
                                    break;

                                case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
                                    if (remain < 11)
                                        return;

                                    face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                    v = rules.GetVector3Item(idx++); //cut
                                    hollow = (float)rules.GetLSLFloatItem(idx++);
                                    twist = rules.GetVector3Item(idx++);
                                    holesize = rules.GetVector3Item(idx++);
                                    topshear = rules.GetVector3Item(idx++);
                                    profilecut = rules.GetVector3Item(idx++);
                                    taper_b = rules.GetVector3Item(idx++); // taper_a
                                    revolutions = (float)rules.GetLSLFloatItem(idx++);
                                    radiusoffset = (float)rules.GetLSLFloatItem(idx++);
                                    skew = (float)rules.GetLSLFloatItem(idx++);
                                    SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
                                        revolutions, radiusoffset, skew, (byte)ProfileShape.Circle, (byte)Extrusion.Curve1);
                                    break;

                                case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
                                    if (remain < 11)
                                        return;

                                    face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                    v = rules.GetVector3Item(idx++); //cut
                                    hollow = (float)rules.GetLSLFloatItem(idx++);
                                    twist = rules.GetVector3Item(idx++);
                                    holesize = rules.GetVector3Item(idx++);
                                    topshear = rules.GetVector3Item(idx++);
                                    profilecut = rules.GetVector3Item(idx++);
                                    taper_b = rules.GetVector3Item(idx++); // taper_a
                                    revolutions = (float)rules.GetLSLFloatItem(idx++);
                                    radiusoffset = (float)rules.GetLSLFloatItem(idx++);
                                    skew = (float)rules.GetLSLFloatItem(idx++);
                                    SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
                                        revolutions, radiusoffset, skew, (byte)ProfileShape.Square, (byte)Extrusion.Curve1);
                                    break;

                                case (int)ScriptBaseClass.PRIM_TYPE_RING:
                                    if (remain < 11)
                                        return;

                                    face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                    v = rules.GetVector3Item(idx++); //cut
                                    hollow = (float)rules.GetLSLFloatItem(idx++);
                                    twist = rules.GetVector3Item(idx++);
                                    holesize = rules.GetVector3Item(idx++);
                                    topshear = rules.GetVector3Item(idx++);
                                    profilecut = rules.GetVector3Item(idx++);
                                    taper_b = rules.GetVector3Item(idx++); // taper_a
                                    revolutions = (float)rules.GetLSLFloatItem(idx++);
                                    radiusoffset = (float)rules.GetLSLFloatItem(idx++);
                                    skew = (float)rules.GetLSLFloatItem(idx++);
                                    SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
                                        revolutions, radiusoffset, skew, (byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Curve1);
                                    break;

                                case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
                                    if (remain < 2)
                                        return;

                                    string map = rules.Data[idx++].ToString();
                                    face = (int)rules.GetLSLIntegerItem(idx++); // type
                                    SetPrimitiveShapeParams(part, map, face, (byte)Extrusion.Curve1);
                                    break;
                            }

                            break;

                        case (int)ScriptBaseClass.PRIM_TEXTURE:
                            if (remain < 5)
                                return;

                            face=(int)rules.GetLSLIntegerItem(idx++);
                            string tex=rules.Data[idx++].ToString();
                            LSL_Vector repeats=rules.GetVector3Item(idx++);
                            LSL_Vector offsets=rules.GetVector3Item(idx++);
                            double rotation=(double)rules.GetLSLFloatItem(idx++);

                            SetTexture(part, tex, face);
                            ScaleTexture(part, repeats.x, repeats.y, face);
                            OffsetTexture(part, offsets.x, offsets.y, face);
                            RotateTexture(part, rotation, face);

                            break;

                        case (int)ScriptBaseClass.PRIM_COLOR:
                            if (remain < 3)
                                return;

                            face=(int)rules.GetLSLIntegerItem(idx++);
                            LSL_Vector color=rules.GetVector3Item(idx++);
                            double alpha=(double)rules.GetLSLFloatItem(idx++);

                            part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
                            SetAlpha(part, alpha, face);

                            break;

                        case (int)ScriptBaseClass.PRIM_FLEXIBLE:
                            if (remain < 7)
                                return;

                            bool flexi = rules.GetLSLIntegerItem(idx++);
                            int softness = rules.GetLSLIntegerItem(idx++);
                            float gravity = (float)rules.GetLSLFloatItem(idx++);
                            float friction = (float)rules.GetLSLFloatItem(idx++);
                            float wind = (float)rules.GetLSLFloatItem(idx++);
                            float tension = (float)rules.GetLSLFloatItem(idx++);
                            LSL_Vector force = rules.GetVector3Item(idx++);

                            SetFlexi(part, flexi, softness, gravity, friction, wind, tension, force);

                            break;

                        case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
                            if (remain < 5)
                                return;
                            bool light = rules.GetLSLIntegerItem(idx++);
                            LSL_Vector lightcolor = rules.GetVector3Item(idx++);
                            float intensity = (float)rules.GetLSLFloatItem(idx++);
                            float radius = (float)rules.GetLSLFloatItem(idx++);
                            float falloff = (float)rules.GetLSLFloatItem(idx++);

                            SetPointLight(part, light, lightcolor, intensity, radius, falloff);

                            break;

                        case (int)ScriptBaseClass.PRIM_GLOW:
                            if (remain < 2)
                                return;
                            face = rules.GetLSLIntegerItem(idx++);
                            float glow = (float)rules.GetLSLFloatItem(idx++);

                            SetGlow(part, face, glow);

                            break;

                        case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
                            if (remain < 3)
                                return;
                            face = (int)rules.GetLSLIntegerItem(idx++);
                            int shiny = (int)rules.GetLSLIntegerItem(idx++);
                            Bumpiness bump = (Bumpiness)(int)rules.GetLSLIntegerItem(idx++);

                            SetShiny(part, face, shiny, bump);

                            break;

                         case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
                             if (remain < 2)
                                 return;
                             face = rules.GetLSLIntegerItem(idx++);
                             bool st = rules.GetLSLIntegerItem(idx++);
                             SetFullBright(part, face , st);
                             break;

                         case (int)ScriptBaseClass.PRIM_MATERIAL:
                             if (remain < 1)
                                 return;
                             int mat = rules.GetLSLIntegerItem(idx++);
                             if (mat < 0 || mat > 7)
                                 return;

                             part.Material = Convert.ToByte(mat);
                             break;

                         case (int)ScriptBaseClass.PRIM_PHANTOM:
                             if (remain < 1)
                                 return;

                             string ph = rules.Data[idx++].ToString();
                             m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1"));

                             break;

                         case (int)ScriptBaseClass.PRIM_PHYSICS:
                            if (remain < 1)
                                 return;
                             string phy = rules.Data[idx++].ToString();
                             bool physics;

                             if (phy.Equals("1"))
                                 physics = true;
                             else
                                 physics = false;

                             part.ScriptSetPhysicsStatus(physics);
                             break;

                        case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
                            if (remain < 1)
                                return;
                            string temp = rules.Data[idx++].ToString();

                            m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1"));

                            break;

                        case (int)ScriptBaseClass.PRIM_TEXGEN:
                            if (remain < 2)
                                return;
                                //face,type
                            face = rules.GetLSLIntegerItem(idx++);
                            int style = rules.GetLSLIntegerItem(idx++);
                            SetTexGen(part, face, style);
                            break;
                        case (int)ScriptBaseClass.PRIM_TEXT:
                            if (remain < 3)
                                return;
                            string primText = rules.GetLSLStringItem(idx++);
                            LSL_Vector primTextColor = rules.GetVector3Item(idx++);
                            LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++);
                            Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f),
                                          Util.Clip((float)primTextColor.y, 0.0f, 1.0f),
                                          Util.Clip((float)primTextColor.z, 0.0f, 1.0f));
                            part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f));

                            break;
                        case (int)ScriptBaseClass.PRIM_NAME:
                            if (remain < 1)
                                return;
                            string primName = rules.GetLSLStringItem(idx++);
                            part.Name = primName;
                            break;
                        case (int)ScriptBaseClass.PRIM_DESC:
                            if (remain < 1)
                                return;
                            string primDesc = rules.GetLSLStringItem(idx++);
                            part.Description = primDesc;
                            break;
                        case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
                            if (remain < 1)
                                return;
                            LSL_Rotation lr = rules.GetQuaternionItem(idx++);
                            SetRot(part, Rot2Quaternion(lr));
                            break;
                        case (int)ScriptBaseClass.PRIM_OMEGA:
                            if (remain < 3)
                                return;
                            LSL_Vector axis = rules.GetVector3Item(idx++);
                            LSL_Float spinrate = rules.GetLSLFloatItem(idx++);
                            LSL_Float gain = rules.GetLSLFloatItem(idx++);
                            TargetOmega(part, axis, (double)spinrate, (double)gain);
                            break;
                        case (int)ScriptBaseClass.PRIM_LINK_TARGET:
                            if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
                                return;
                            LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
                            LSL_List new_rules = rules.GetSublist(idx, -1);
                            setLinkPrimParams((int)new_linknumber, new_rules);

                            return;
                    }
                }
            }
            finally
            {
                if (positionChanged)
                {
                    if (part.ParentGroup.RootPart == part)
                    {
                        SceneObjectGroup parent = part.ParentGroup;
                        parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
                    }
                    else
                    {
                        part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
                        SceneObjectGroup parent = part.ParentGroup;
                        parent.HasGroupChanged = true;
                        parent.ScheduleGroupForTerseUpdate();
                    }
                }
            }
        }
示例#2
0
        protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
        {
            int idx = 0;

            while (idx < rules.Length)
            {
                int code = rules.GetLSLIntegerItem(idx++);

                int remain = rules.Length - idx;

                int face;
                LSL_Vector v;

                switch (code)
                {
                    case (int)ScriptBaseClass.PRIM_POSITION:
                        if (remain < 1)
                            return;

                        v=rules.GetVector3Item(idx++);
                        SetPos(part, v);

                        break;
                    case (int)ScriptBaseClass.PRIM_SIZE:
                        if (remain < 1)
                            return;

                        v=rules.GetVector3Item(idx++);
                        SetScale(part, v);

                        break;
                    case (int)ScriptBaseClass.PRIM_ROTATION:
                        if (remain < 1)
                            return;

                        LSL_Rotation q = rules.GetQuaternionItem(idx++);
                        // try to let this work as in SL...
                        if (part.ParentID == 0)
                        {
                            // special case: If we are root, rotate complete SOG to new rotation
                            SetRot(part, Rot2Quaternion(q));
                        }
                        else
                        {
                            // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
                            SceneObjectGroup group = part.ParentGroup;
                            if (group != null) // a bit paranoid, maybe
                            {
                                SceneObjectPart rootPart = group.RootPart;
                                if (rootPart != null) // again, better safe than sorry
                                {
                                    SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
                                }
                            }
                        }

                        break;

                    case (int)ScriptBaseClass.PRIM_TYPE:
                        if (remain < 3)
                            return;

                        code = (int)rules.GetLSLIntegerItem(idx++);

                        remain = rules.Length - idx;
                        float hollow;
                        LSL_Vector twist;
                        LSL_Vector taper_b;
                        LSL_Vector topshear;
                        float revolutions;
                        float radiusoffset;
                        float skew;
                        LSL_Vector holesize;
                        LSL_Vector profilecut;

                        switch (code)
                        {
                            case (int)ScriptBaseClass.PRIM_TYPE_BOX:
                                if (remain < 6)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++);
                                v = rules.GetVector3Item(idx++); // cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                taper_b = rules.GetVector3Item(idx++);
                                topshear = rules.GetVector3Item(idx++);

                                part.Shape.PathCurve = (byte)Extrusion.Straight;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear, 1);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
                                if (remain < 6)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); // cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                taper_b = rules.GetVector3Item(idx++);
                                topshear = rules.GetVector3Item(idx++);
                                part.Shape.ProfileShape = ProfileShape.Circle;
                                part.Shape.PathCurve = (byte)Extrusion.Straight;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear, 0);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
                                if (remain < 6)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); //cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                taper_b = rules.GetVector3Item(idx++);
                                topshear = rules.GetVector3Item(idx++);
                                part.Shape.PathCurve = (byte)Extrusion.Straight;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear, 3);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
                                if (remain < 5)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); // cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                taper_b = rules.GetVector3Item(idx++); // dimple
                                part.Shape.PathCurve = (byte)Extrusion.Curve1;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, 5);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
                                if (remain < 11)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); //cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                holesize = rules.GetVector3Item(idx++);
                                topshear = rules.GetVector3Item(idx++);
                                profilecut = rules.GetVector3Item(idx++);
                                taper_b = rules.GetVector3Item(idx++); // taper_a
                                revolutions = (float)rules.GetLSLFloatItem(idx++);
                                radiusoffset = (float)rules.GetLSLFloatItem(idx++);
                                skew = (float)rules.GetLSLFloatItem(idx++);
                                part.Shape.PathCurve = (byte)Extrusion.Curve1;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
                                                        revolutions, radiusoffset, skew, 0);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
                                if (remain < 11)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); //cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                holesize = rules.GetVector3Item(idx++);
                                topshear = rules.GetVector3Item(idx++);
                                profilecut = rules.GetVector3Item(idx++);
                                taper_b = rules.GetVector3Item(idx++); // taper_a
                                revolutions = (float)rules.GetLSLFloatItem(idx++);
                                radiusoffset = (float)rules.GetLSLFloatItem(idx++);
                                skew = (float)rules.GetLSLFloatItem(idx++);
                                part.Shape.PathCurve = (byte)Extrusion.Curve1;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
                                                        revolutions, radiusoffset, skew, 1);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_RING:
                                if (remain < 11)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); //cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                holesize = rules.GetVector3Item(idx++);
                                topshear = rules.GetVector3Item(idx++);
                                profilecut = rules.GetVector3Item(idx++);
                                taper_b = rules.GetVector3Item(idx++); // taper_a
                                revolutions = (float)rules.GetLSLFloatItem(idx++);
                                radiusoffset = (float)rules.GetLSLFloatItem(idx++);
                                skew = (float)rules.GetLSLFloatItem(idx++);
                                part.Shape.PathCurve = (byte)Extrusion.Curve1;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
                                                        revolutions, radiusoffset, skew, 3);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
                                if (remain < 2)
                                    return;

                                string map = rules.Data[idx++].ToString();
                                face = (int)rules.GetLSLIntegerItem(idx++); // type
                                part.Shape.PathCurve = (byte)Extrusion.Curve1;
                                SetPrimitiveShapeParams(part, map, face);
                                break;
                        }

                        break;

                    case (int)ScriptBaseClass.PRIM_TEXTURE:
                        if (remain < 5)
                            return;

                        face=(int)rules.GetLSLIntegerItem(idx++);
                        string tex=rules.Data[idx++].ToString();
                        LSL_Vector repeats=rules.GetVector3Item(idx++);
                        LSL_Vector offsets=rules.GetVector3Item(idx++);
                        double rotation=(double)rules.GetLSLFloatItem(idx++);

                        SetTexture(part, tex, face);
                        ScaleTexture(part, repeats.x, repeats.y, face);
                        OffsetTexture(part, offsets.x, offsets.y, face);
                        RotateTexture(part, rotation, face);

                        break;

                    case (int)ScriptBaseClass.PRIM_COLOR:
                        if (remain < 3)
                            return;

                        face=(int)rules.GetLSLIntegerItem(idx++);
                        LSL_Vector color=rules.GetVector3Item(idx++);
                        double alpha=(double)rules.GetLSLFloatItem(idx++);

                        part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
                        SetAlpha(part, alpha, face);

                        break;

                    case (int)ScriptBaseClass.PRIM_FLEXIBLE:
                        if (remain < 7)
                            return;

                        bool flexi = rules.GetLSLIntegerItem(idx++);
                        int softness = rules.GetLSLIntegerItem(idx++);
                        float gravity = (float)rules.GetLSLFloatItem(idx++);
                        float friction = (float)rules.GetLSLFloatItem(idx++);
                        float wind = (float)rules.GetLSLFloatItem(idx++);
                        float tension = (float)rules.GetLSLFloatItem(idx++);
                        LSL_Vector force = rules.GetVector3Item(idx++);

                        SetFlexi(part, flexi, softness, gravity, friction, wind, tension, force);

                        break;

                    case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
                        if (remain < 5)
                            return;
                        bool light = rules.GetLSLIntegerItem(idx++);
                        LSL_Vector lightcolor = rules.GetVector3Item(idx++);
                        float intensity = (float)rules.GetLSLFloatItem(idx++);
                        float radius = (float)rules.GetLSLFloatItem(idx++);
                        float falloff = (float)rules.GetLSLFloatItem(idx++);

                        SetPointLight(part, light, lightcolor, intensity, radius, falloff);

                        break;

                    case (int)ScriptBaseClass.PRIM_GLOW:
                        if (remain < 2)
                            return;
                        face = rules.GetLSLIntegerItem(idx++);
                        float glow = (float)rules.GetLSLFloatItem(idx++);

                        SetGlow(part, face, glow);

                        break;

                    case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
                        if (remain < 3)
                            return;
                        face = (int)rules.GetLSLIntegerItem(idx++);
                        int shiny = (int)rules.GetLSLIntegerItem(idx++);
                        Bumpiness bump = (Bumpiness)Convert.ToByte((int)rules.GetLSLIntegerItem(idx++));

                        SetShiny(part, face, shiny, bump);

                        break;

                     case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
                         if (remain < 2)
                             return;
                         face = rules.GetLSLIntegerItem(idx++);
                         bool st = rules.GetLSLIntegerItem(idx++);
                         SetFullBright(part, face , st);
                         break;

                     case (int)ScriptBaseClass.PRIM_MATERIAL:
                         if (remain < 1)
                             return;
                         int mat = rules.GetLSLIntegerItem(idx++);
                         if (mat < 0 || mat > 7)
                             return;

                         part.Material = Convert.ToByte(mat);
                         break;

                     case (int)ScriptBaseClass.PRIM_PHANTOM:
                        if (remain < 1)
                             return;

                         string ph = rules.Data[idx++].ToString();
                         bool phantom;

                         if (ph.Equals("1"))
                             phantom = true;
                         else
                             phantom = false;

                         part.ScriptSetPhantomStatus(phantom);
                         break;

                     case (int)ScriptBaseClass.PRIM_PHYSICS:
                        if (remain < 1)
                             return;
                         string phy = rules.Data[idx++].ToString();
                         bool physics;

                         if (phy.Equals("1"))
                             physics = true;
                         else
                             physics = false;

                         part.ScriptSetPhysicsStatus(physics);
                         break;

                    case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
                        if (remain < 1)
                            return;
                        string temp = rules.Data[idx++].ToString();
                        bool tempOnRez;

                        if (temp.Equals("1"))
                            tempOnRez = true;
                        else
                            tempOnRez = false;

                        part.ScriptSetTemporaryStatus(tempOnRez);
                        break;

                    case (int)ScriptBaseClass.PRIM_TEXGEN:
                        if (remain < 2)
                            return;
                            //face,type
                        face = rules.GetLSLIntegerItem(idx++);
                        int style = rules.GetLSLIntegerItem(idx++);
                        SetTexGen(part, face, style);
                        break;
                    case (int)ScriptBaseClass.PRIM_TEXT:
                        if (remain < 3)
                            return;
                        string primText = rules.GetLSLStringItem(idx++);
                        LSL_Vector primTextColor = rules.GetVector3Item(idx++);
                        LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++);
                        Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f),
                                      Util.Clip((float)primTextColor.y, 0.0f, 1.0f),
                                      Util.Clip((float)primTextColor.z, 0.0f, 1.0f));
                        part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f));

                        break;
                    case (int)ScriptBaseClass.PRIM_NAME:
                        if (remain < 1)
                            return;
                        string primName = rules.GetLSLStringItem(idx++);
                        part.Name = primName;
                        break;
                    case (int)ScriptBaseClass.PRIM_DESC:
                        if (remain < 1)
                            return;
                        string primDesc = rules.GetLSLStringItem(idx++);
                        part.Description = primDesc;
                        break;
                    case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
                        if (remain < 1)
                            return;
                        LSL_Rotation lr = rules.GetQuaternionItem(idx++);
                        SetRot(part, Rot2Quaternion(lr));
                        break;
                }
            }
        }