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change osSetProjectionParams a bit and add a variant that atkes a linknumber argument. For now can only change one prim per call
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@@ -3818,15 +3818,40 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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/// <summary>
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/// Set parameters for light projection in host prim
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/// </summary>
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public void osSetProjectionParams(bool projection, LSL_Key texture, double fov, double focus, double amb)
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public void osSetProjectionParams(LSL_Integer projection, LSL_Key texture, LSL_Float fov, LSL_Float focus, LSL_Float amb)
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{
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osSetProjectionParams(UUID.Zero.ToString(), projection, texture, fov, focus, amb);
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SetProjectionParams(m_host, projection, texture, fov, focus, amb);
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}
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/// <summary>
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/// Set parameters for light projection of a linkset prim
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/// </summary>
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public void osSetProjectionParams(LSL_Integer linknum, LSL_Integer projection, LSL_Key texture, LSL_Float fov, LSL_Float focus, LSL_Float amb)
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{
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if (linknum == ScriptBaseClass.LINK_THIS || linknum == m_host.LinkNum)
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{
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SetProjectionParams(m_host, projection, texture, fov, focus, amb);
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return;
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}
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if (linknum < 0 || linknum > m_host.ParentGroup.PrimCount)
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return;
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if(linknum < 2 && m_host.LinkNum < 2)
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{
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SetProjectionParams(m_host, projection, texture, fov, focus, amb);
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return;
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}
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SceneObjectPart obj = m_host.ParentGroup.GetLinkNumPart(linknum);
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if(obj != null)
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SetProjectionParams(obj, projection, texture, fov, focus, amb);
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}
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/// <summary>
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/// Set parameters for light projection with uuid of target prim
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/// </summary>
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public void osSetProjectionParams(LSL_Key prim, bool projection, LSL_Key texture, double fov, double focus, double amb)
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public void osSetProjectionParams(LSL_Key prim, LSL_Integer llprojection, LSL_Key texture, LSL_Float fov, LSL_Float focus, LSL_Float amb)
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{
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CheckThreatLevel(ThreatLevel.High, "osSetProjectionParams");
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@@ -3841,7 +3866,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (obj == null)
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return;
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}
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SetProjectionParams(obj, llprojection, texture, fov, focus, amb);
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}
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private void SetProjectionParams(SceneObjectPart obj, LSL_Integer llprojection, LSL_Key texture, LSL_Float fov, LSL_Float focus, LSL_Float amb)
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{
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bool projection = llprojection != 0;
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obj.Shape.ProjectionEntry = projection;
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obj.Shape.ProjectionTextureUUID = new UUID(texture);
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obj.Shape.ProjectionFOV = (float)fov;
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