Add cmSetWindlightSceneTargeted. Add restrictions on windlight script use.

This commit is contained in:
CasperW
2009-12-17 18:40:34 +01:00
parent 6483470ec5
commit 6dbe25360e
8 changed files with 344 additions and 249 deletions

View File

@@ -70,64 +70,69 @@ namespace OpenSim.Region.CoreModules.World.Meta7Windlight
if (m_enableWindlight)
{
m_scene.EventManager.OnMakeRootAgent += EventManager_OnMakeRootAgent;
m_scene.EventManager.OnSaveNewWindlightProfile += EventManager_OnSaveNewWindlightProfile;
m_scene.EventManager.OnSaveNewWindlightProfile += EventManager_OnSaveNewWindlightProfile;
m_scene.EventManager.OnSendNewWindlightProfileTargeted += EventManager_OnSendNewWindlightProfileTargeted;
}
InstallCommands();
m_log.Debug("[WINDLIGHT]: Initialised windlight module");
}
private List<byte[]> compileWindlightSettings(RegionMeta7WindlightData wl)
{
byte[] mBlock = new Byte[249];
int pos = 0;
wl.waterColor.ToBytes(mBlock, 0); pos += 12;
Utils.FloatToBytes(wl.waterFogDensityExponent).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.underwaterFogModifier).CopyTo(mBlock, pos); pos += 4;
wl.reflectionWaveletScale.ToBytes(mBlock, pos); pos += 12;
Utils.FloatToBytes(wl.fresnelScale).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.fresnelOffset).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.refractScaleAbove).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.refractScaleBelow).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.blurMultiplier).CopyTo(mBlock, pos); pos += 4;
wl.bigWaveDirection.ToBytes(mBlock, pos); pos += 8;
wl.littleWaveDirection.ToBytes(mBlock, pos); pos += 8;
wl.normalMapTexture.ToBytes(mBlock, pos); pos += 16;
wl.horizon.ToBytes(mBlock, pos); pos += 16;
Utils.FloatToBytes(wl.hazeHorizon).CopyTo(mBlock, pos); pos += 4;
wl.blueDensity.ToBytes(mBlock, pos); pos += 16;
Utils.FloatToBytes(wl.hazeDensity).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.densityMultiplier).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.distanceMultiplier).CopyTo(mBlock, pos); pos += 4;
wl.sunMoonColor.ToBytes(mBlock, pos); pos += 16;
Utils.FloatToBytes(wl.sunMoonPosition).CopyTo(mBlock, pos); pos += 4;
wl.ambient.ToBytes(mBlock, pos); pos += 16;
Utils.FloatToBytes(wl.eastAngle).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.sunGlowFocus).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.sunGlowSize).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.sceneGamma).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.starBrightness).CopyTo(mBlock, pos); pos += 4;
wl.cloudColor.ToBytes(mBlock, pos); pos += 16;
wl.cloudXYDensity.ToBytes(mBlock, pos); pos += 12;
Utils.FloatToBytes(wl.cloudCoverage).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.cloudScale).CopyTo(mBlock, pos); pos += 4;
wl.cloudDetailXYDensity.ToBytes(mBlock, pos); pos += 12;
Utils.FloatToBytes(wl.cloudScrollX).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.cloudScrollY).CopyTo(mBlock, pos); pos += 4;
Utils.UInt16ToBytes(wl.maxAltitude).CopyTo(mBlock, pos); pos += 2;
mBlock[pos] = Convert.ToByte(wl.cloudScrollXLock); pos++;
mBlock[pos] = Convert.ToByte(wl.cloudScrollYLock); pos++;
mBlock[pos] = Convert.ToByte(wl.drawClassicClouds); pos++;
List<byte[]> param = new List<byte[]>();
param.Add(mBlock);
return param;
}
public void SendProfileToClient(ScenePresence presence)
{
{
IClientAPI client = presence.ControllingClient;
if (m_enableWindlight)
{
if (presence.IsChildAgent == false)
{
IClientAPI client = presence.ControllingClient;
RegionMeta7WindlightData wl = m_scene.RegionInfo.WindlightSettings;
byte[] mBlock = new Byte[249];
int pos = 0;
wl.waterColor.ToBytes(mBlock, 0); pos += 12;
Utils.FloatToBytes(wl.waterFogDensityExponent).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.underwaterFogModifier).CopyTo(mBlock, pos); pos += 4;
wl.reflectionWaveletScale.ToBytes(mBlock, pos); pos += 12;
Utils.FloatToBytes(wl.fresnelScale).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.fresnelOffset).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.refractScaleAbove).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.refractScaleBelow).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.blurMultiplier).CopyTo(mBlock, pos); pos += 4;
wl.bigWaveDirection.ToBytes(mBlock, pos); pos += 8;
wl.littleWaveDirection.ToBytes(mBlock, pos); pos += 8;
wl.normalMapTexture.ToBytes(mBlock, pos); pos += 16;
wl.horizon.ToBytes(mBlock, pos); pos += 16;
Utils.FloatToBytes(wl.hazeHorizon).CopyTo(mBlock, pos); pos += 4;
wl.blueDensity.ToBytes(mBlock, pos); pos += 16;
Utils.FloatToBytes(wl.hazeDensity).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.densityMultiplier).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.distanceMultiplier).CopyTo(mBlock, pos); pos += 4;
wl.sunMoonColor.ToBytes(mBlock, pos); pos += 16;
Utils.FloatToBytes(wl.sunMoonPosition).CopyTo(mBlock, pos); pos += 4;
wl.ambient.ToBytes(mBlock, pos); pos += 16;
Utils.FloatToBytes(wl.eastAngle).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.sunGlowFocus).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.sunGlowSize).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.sceneGamma).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.starBrightness).CopyTo(mBlock, pos); pos += 4;
wl.cloudColor.ToBytes(mBlock, pos); pos += 16;
wl.cloudXYDensity.ToBytes(mBlock, pos); pos += 12;
Utils.FloatToBytes(wl.cloudCoverage).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.cloudScale).CopyTo(mBlock, pos); pos += 4;
wl.cloudDetailXYDensity.ToBytes(mBlock, pos); pos += 12;
Utils.FloatToBytes(wl.cloudScrollX).CopyTo(mBlock, pos); pos += 4;
Utils.FloatToBytes(wl.cloudScrollY).CopyTo(mBlock, pos); pos += 4;
Utils.UInt16ToBytes(wl.maxAltitude).CopyTo(mBlock, pos); pos += 2;
mBlock[pos] = Convert.ToByte(wl.cloudScrollXLock); pos++;
mBlock[pos] = Convert.ToByte(wl.cloudScrollYLock); pos++;
mBlock[pos] = Convert.ToByte(wl.drawClassicClouds); pos++;
List<byte[]> param = new List<byte[]>();
param.Add(mBlock);
{
List<byte[]> param = compileWindlightSettings(m_scene.RegionInfo.WindlightSettings);
client.SendGenericMessage("Windlight", param);
}
}
@@ -136,13 +141,37 @@ namespace OpenSim.Region.CoreModules.World.Meta7Windlight
//We probably don't want to spam chat with this.. probably
//m_log.Debug("[WINDLIGHT]: Module disabled");
}
}
public void SendProfileToClient(ScenePresence presence, RegionMeta7WindlightData wl)
{
IClientAPI client = presence.ControllingClient;
if (m_enableWindlight)
{
if (presence.IsChildAgent == false)
{
List<byte[]> param = compileWindlightSettings(wl);
client.SendGenericMessage("Windlight", param);
}
}
else
{
//We probably don't want to spam chat with this.. probably
//m_log.Debug("[WINDLIGHT]: Module disabled");
}
}
private void EventManager_OnMakeRootAgent(ScenePresence presence)
{
m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
SendProfileToClient(presence);
}
private void EventManager_OnSendNewWindlightProfileTargeted(RegionMeta7WindlightData wl, UUID pUUID)
{
ScenePresence Sc;
if (m_scene.TryGetAvatar(pUUID,out Sc))
{
SendProfileToClient(Sc,wl);
}
}
private void EventManager_OnSaveNewWindlightProfile()
{
m_scene.ForEachScenePresence(SendProfileToClient);