* This is the fabled LibOMV update with all of the libOMV types from JHurliman

* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point.  Regular people should let the dust settle.
* This has been tested to work with most basic functions. However..   make sure you back up 'everything' before using this.  It's that big!  
* Essentially we're back at square 1 in the testing phase..  so lets identify things that broke.
This commit is contained in:
Teravus Ovares
2008-09-06 07:52:41 +00:00
parent cbec2bf22b
commit 7d89e12293
388 changed files with 6811 additions and 7138 deletions

View File

@@ -39,7 +39,7 @@ using System;
using System.Collections.Generic;
using System.Drawing;
using libsecondlife;
using OpenMetaverse;
using Nini.Config;
@@ -50,21 +50,19 @@ using OpenSim.Region.Physics.Manager;
using log4net;
using Axiom.Math;
namespace OpenSim.Region.Environment.Modules.ContentManagement
{
public class BeamMetaEntity : PointMetaEntity
{
#region Constructors
public BeamMetaEntity(Scene scene, uint LocalId, LLVector3 groupPos, float transparency, SceneObjectPart To, LLVector3 color)
public BeamMetaEntity(Scene scene, uint LocalId, Vector3 groupPos, float transparency, SceneObjectPart To, Vector3 color)
: base(scene, LocalId, groupPos, transparency)
{
SetBeamToUUID(To, color);
}
public BeamMetaEntity(Scene scene, LLUUID uuid, uint LocalId, LLVector3 groupPos, float transparency, SceneObjectPart To, LLVector3 color)
public BeamMetaEntity(Scene scene, UUID uuid, uint LocalId, Vector3 groupPos, float transparency, SceneObjectPart To, Vector3 color)
: base(scene, uuid, LocalId, groupPos, transparency)
{
SetBeamToUUID(To, color);
@@ -74,13 +72,13 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
#region Public Methods
public void SetBeamToUUID(SceneObjectPart To, LLVector3 color)
public void SetBeamToUUID(SceneObjectPart To, Vector3 color)
{
SceneObjectPart From = m_Entity.RootPart;
//Scale size of particles to distance objects are apart (for better visibility)
LLVector3 FromPos = From.GetWorldPosition();
LLVector3 ToPos = From.GetWorldPosition();
// LLUUID toUUID = To.UUID;
Vector3 FromPos = From.GetWorldPosition();
Vector3 ToPos = From.GetWorldPosition();
UUID toUUID = To.UUID;
float distance = (float) (Math.Sqrt(Math.Pow(FromPos.X-ToPos.X, 2) +
Math.Pow(FromPos.X-ToPos.Y, 2) +
Math.Pow(FromPos.X-ToPos.Z, 2)
@@ -94,7 +92,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
SetBeamToUUID(From, To, color, rate, scale, speed);
}
public void SetBeamToUUID(SceneObjectPart From, SceneObjectPart To, LLVector3 color, float rate, float scale, float speed)
public void SetBeamToUUID(SceneObjectPart From, SceneObjectPart To, Vector3 color, float rate, float scale, float speed)
{
Primitive.ParticleSystem prules = new Primitive.ParticleSystem();
//prules.PartDataFlags = Primitive.ParticleSystem.ParticleDataFlags.Emissive |
@@ -118,7 +116,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
prules.PartAcceleration.Y = 0.0f;
prules.PartAcceleration.Z = 0.0f;
//prules.Pattern = Primitive.ParticleSystem.SourcePattern.Explode; //PSYS_SRC_PATTERN
//prules.Texture = LLUUID.Zero;//= LLUUID //PSYS_SRC_TEXTURE, default used if blank
//prules.Texture = UUID.Zero;//= UUID //PSYS_SRC_TEXTURE, default used if blank
prules.BurstRate = rate; //PSYS_SRC_BURST_RATE
prules.BurstPartCount = 1; //PSYS_SRC_BURST_PART_COUNT
prules.BurstRadius = 0.5f; //PSYS_SRC_BURST_RADIUS
@@ -138,4 +136,4 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
#endregion Public Methods
}
}
}