public UpdateTextureEntry ( byte textureEntry ) : void | ||
textureEntry | byte | |
return | void |
protected void SetTexture(SceneObjectPart part, string texture, int face) { UUID textureID = new UUID(); textureID = InventoryKey(texture, (int)AssetType.Texture); if (textureID == UUID.Zero) { if (!UUID.TryParse(texture, out textureID)) return; } Primitive.TextureEntry tex = part.Shape.Textures; if (face >= 0 && face < GetNumberOfSides(part)) { Primitive.TextureEntryFace texface = tex.CreateFace((uint)face); texface.TextureID = textureID; tex.FaceTextures[face] = texface; part.UpdateTextureEntry(tex.GetBytes()); return; } else if (face == ScriptBaseClass.ALL_SIDES) { for (uint i = 0; i < GetNumberOfSides(part); i++) { if (tex.FaceTextures[i] != null) { tex.FaceTextures[i].TextureID = textureID; } } tex.DefaultTexture.TextureID = textureID; part.UpdateTextureEntry(tex.GetBytes()); return; } }
protected void RotateTexture(SceneObjectPart part, double rotation, int face) { Primitive.TextureEntry tex = part.Shape.Textures; if (face >= 0 && face < GetNumberOfSides(part)) { Primitive.TextureEntryFace texface = tex.CreateFace((uint)face); texface.Rotation = (float)rotation; tex.FaceTextures[face] = texface; part.UpdateTextureEntry(tex.GetBytes()); return; } if (face == ScriptBaseClass.ALL_SIDES) { for (int i = 0; i < GetNumberOfSides(part); i++) { if (tex.FaceTextures[i] != null) { tex.FaceTextures[i].Rotation = (float)rotation; } } tex.DefaultTexture.Rotation = (float)rotation; part.UpdateTextureEntry(tex.GetBytes()); return; } }
public void SetFullBright(SceneObjectPart part, int face, bool bright) { Primitive.TextureEntry tex = part.Shape.Textures; if (face >= 0 && face < GetNumberOfSides(part)) { tex.CreateFace((uint) face); tex.FaceTextures[face].Fullbright = bright; part.UpdateTextureEntry(tex.GetBytes()); return; } else if (face == ScriptBaseClass.ALL_SIDES) { for (uint i = 0; i < GetNumberOfSides(part); i++) { if (tex.FaceTextures[i] != null) { tex.FaceTextures[i].Fullbright = bright; } } tex.DefaultTexture.Fullbright = bright; part.UpdateTextureEntry(tex.GetBytes()); return; } }
protected void SetAlpha(SceneObjectPart part, double alpha, int face) { Primitive.TextureEntry tex = part.Shape.Textures; Color4 texcolor; if (face >= 0 && face < GetNumberOfSides(part)) { texcolor = tex.CreateFace((uint)face).RGBA; texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTextureEntry(tex.GetBytes()); return; } else if (face == ScriptBaseClass.ALL_SIDES) { for (int i = 0; i < GetNumberOfSides(part); i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } } // In some cases, the default texture can be null, eg when every face // has a unique texture if (tex.DefaultTexture != null) { texcolor = tex.DefaultTexture.RGBA; texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; } part.UpdateTextureEntry(tex.GetBytes()); return; } }
public void SetTexGen(SceneObjectPart part, int face,int style) { Primitive.TextureEntry tex = part.Shape.Textures; MappingType textype; textype = MappingType.Default; if (style == (int)ScriptBaseClass.PRIM_TEXGEN_PLANAR) textype = MappingType.Planar; if (face >= 0 && face < GetNumberOfSides(part)) { tex.CreateFace((uint) face); tex.FaceTextures[face].TexMapType = textype; part.UpdateTextureEntry(tex.GetBytes()); return; } else if (face == ScriptBaseClass.ALL_SIDES) { for (uint i = 0; i < GetNumberOfSides(part); i++) { if (tex.FaceTextures[i] != null) { tex.FaceTextures[i].TexMapType = textype; } tex.DefaultTexture.TexMapType = textype; } part.UpdateTextureEntry(tex.GetBytes()); return; } }
public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) { Shininess sval = new Shininess(); switch (shiny) { case 0: sval = Shininess.None; break; case 1: sval = Shininess.Low; break; case 2: sval = Shininess.Medium; break; case 3: sval = Shininess.High; break; default: sval = Shininess.None; break; } Primitive.TextureEntry tex = part.Shape.Textures; if (face >= 0 && face < GetNumberOfSides(part)) { tex.CreateFace((uint) face); tex.FaceTextures[face].Shiny = sval; tex.FaceTextures[face].Bump = bump; part.UpdateTextureEntry(tex.GetBytes()); return; } else if (face == ScriptBaseClass.ALL_SIDES) { for (uint i = 0; i < GetNumberOfSides(part); i++) { if (tex.FaceTextures[i] != null) { tex.FaceTextures[i].Shiny = sval; tex.FaceTextures[i].Bump = bump;; } tex.DefaultTexture.Shiny = sval; tex.DefaultTexture.Bump = bump; } part.UpdateTextureEntry(tex.GetBytes()); return; } }
protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) { if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) return; Primitive.TextureEntry tex = part.Shape.Textures; if (face >= 0 && face < GetNumberOfSides(part)) { Primitive.TextureEntryFace texface = tex.CreateFace((uint)face); texface.OffsetU = (float)u; texface.OffsetV = (float)v; tex.FaceTextures[face] = texface; part.UpdateTextureEntry(tex.GetBytes()); return; } if (face == ScriptBaseClass.ALL_SIDES) { for (int i = 0; i < GetNumberOfSides(part); i++) { if (tex.FaceTextures[i] != null) { tex.FaceTextures[i].OffsetU = (float)u; tex.FaceTextures[i].OffsetV = (float)v; } } tex.DefaultTexture.OffsetU = (float)u; tex.DefaultTexture.OffsetV = (float)v; part.UpdateTextureEntry(tex.GetBytes()); return; } }
public void SetGlow(SceneObjectPart part, int face, float glow) { if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) return; Primitive.TextureEntry tex = part.Shape.Textures; if (face >= 0 && face < GetNumberOfSides(part)) { tex.CreateFace((uint) face); tex.FaceTextures[face].Glow = glow; part.UpdateTextureEntry(tex.GetBytes()); return; } else if (face == ScriptBaseClass.ALL_SIDES) { for (uint i = 0; i < GetNumberOfSides(part); i++) { if (tex.FaceTextures[i] != null) { tex.FaceTextures[i].Glow = glow; } tex.DefaultTexture.Glow = glow; } part.UpdateTextureEntry(tex.GetBytes()); return; } }
protected void SetColor(SceneObjectPart part, LSL_Vector color, int face) { if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) return; Primitive.TextureEntry tex = part.Shape.Textures; Color4 texcolor; if (face >= 0 && face < GetNumberOfSides(part)) { texcolor = tex.CreateFace((uint)face).RGBA; texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTextureEntry(tex.GetBytes()); return; } else if (face == ScriptBaseClass.ALL_SIDES) { for (uint i = 0; i < GetNumberOfSides(part); i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } texcolor = tex.DefaultTexture.RGBA; texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; } part.UpdateTextureEntry(tex.GetBytes()); return; } if (face == ScriptBaseClass.ALL_SIDES) face = SceneObjectPart.ALL_SIDES; m_host.SetFaceColorAlpha(face, color, null); }
/// <summary> /// Assign a single material value. Based on the values passed we'll either set (or clear) the materials for a SOP. /// </summary> /// <param name="sop">The SOP being affected.</param> /// <param name="face">The face to assign, or -1 if the default texture is being set.</param> /// <param name="id">The ID assigned to this material. Setting a Zero UUID clears it.</param> /// <param name="material">If not null, the material to set. Otherwise we are clearing.</param> private void AssignSingleMaterial(SceneObjectPart sop, int face, OSDMap matData) { /// Get a copy of the texture entry so we can make changes. var te = new Primitive.TextureEntry(sop.Shape.TextureEntry, 0, sop.Shape.TextureEntry.Length); if (te == null) { m_log.Warn("[RenderMaterials]: null TextureEntry for localId: " + sop.LocalId.ToString()); return; } lock (m_knownMaterials) { UUID id = UUID.Zero; // Record what we currently have var currentMaterialIDs = getMaterialIDsFromTextureEntry(te); // If there is a material being set see if we've seen it before. // If not we'll add it to the region cache if (matData != null) { RenderMaterial material = RenderMaterial.FromOSD(matData); id = sop.Shape.RenderMaterials.AddMaterial(material); if (m_knownMaterials.ContainsKey(id)) { material = m_knownMaterials[id].material; var entry = m_knownMaterials[id]; if (entry.partIds.Contains(sop.LocalId) == false) entry.partIds.Add(sop.LocalId); } else { m_knownMaterials[id] = new RenderMaterialEntry(material, sop.LocalId); } m_log.DebugFormat("[RenderMaterials]: SOP {0}, Face {1}, Adding RenderMaterial {2}", sop.LocalId, face, material.ToString()); } // Set the Material ID in the sop texture entry. If there's a face defined // use that else use the Default entry. ID can either be a material ID // we set from the lookup above or Zero when we are clearing a material. if (face < 0) { te.DefaultTexture.MaterialID = id; } else { var faceEntry = te.CreateFace((uint)face); faceEntry.MaterialID = id; } // Get the updated list of Materials from the TextureEntry. We will // Use that to rebuild the RenderMaterials for the part. We'll also get a list // of entries that have been removed based on what we fetched initially so we // can clean that up in our cache. var newMaterialIDs = getMaterialIDsFromTextureEntry(te); // If there was an update and the material id has changed, clean up the old value. // Have to be careful here. It might still be in use in another slot. So we build // a list of keys and walk the texture entries subtracting keys in use. Whatever // is left are candidates to clean up. foreach (var entry in newMaterialIDs) { if (currentMaterialIDs.Contains(entry)) { currentMaterialIDs.Remove(entry); } if (sop.Shape.RenderMaterials.ContainsMaterial(entry) == false) { m_log.WarnFormat("[RenderMaterials]: SOP {0}, Face {1}, RenderMaterials {2} should be present but isn't!", sop.LocalId, face, entry.ToString()); } } // currentMaterialsIDs contains orphans if any. Remove them from the sop.Shape and the cache (if needed) foreach (var entry in currentMaterialIDs) { if (sop.Shape.RenderMaterials.ContainsMaterial(entry) == true) { m_log.DebugFormat("[RenderMaterials]: SOP {0}, Face {1}, Removing unused RenderMaterials {2} from shape.", sop.LocalId, face, entry.ToString()); sop.Shape.RenderMaterials.RemoveMaterial(entry); } else { m_log.WarnFormat("[RenderMaterials]: SOP {0}, Face {1}, ORPHANED RenderMaterials {2} should be present but isn't!", sop.LocalId, face, entry.ToString()); } if (m_knownMaterials.ContainsKey(entry)) { m_knownMaterials[entry].partIds.Remove(sop.LocalId); if (m_knownMaterials[entry].partIds.Count <= 0) { m_log.DebugFormat("[RenderMaterials]: Removing unused RenderMaterials {0} from region cache.", entry.ToString()); m_knownMaterials.Remove(entry); } } } } // Update the texture entry which will force an update to connected clients sop.UpdateTextureEntry(te.GetBytes()); }