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Update svn properties, formatting cleanup.
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@@ -79,15 +79,15 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
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Vector3 FromPos = From.GetWorldPosition();
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Vector3 ToPos = From.GetWorldPosition();
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// UUID toUUID = To.UUID;
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float distance = (float) (Math.Sqrt(Math.Pow(FromPos.X-ToPos.X, 2) +
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Math.Pow(FromPos.X-ToPos.Y, 2) +
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float distance = (float) (Math.Sqrt(Math.Pow(FromPos.X-ToPos.X, 2) +
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Math.Pow(FromPos.X-ToPos.Y, 2) +
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Math.Pow(FromPos.X-ToPos.Z, 2)
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)
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);
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//float rate = (float) (distance/4f);
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float rate = 0.5f;
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float scale = (float) (distance/128f);
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float speed = (float) (2.0f - distance/128f);
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float speed = (float) (2.0f - distance/128f);
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SetBeamToUUID(From, To, color, rate, scale, speed);
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}
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@@ -95,42 +95,42 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
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public void SetBeamToUUID(SceneObjectPart From, SceneObjectPart To, Vector3 color, float rate, float scale, float speed)
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{
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Primitive.ParticleSystem prules = new Primitive.ParticleSystem();
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//prules.PartDataFlags = Primitive.ParticleSystem.ParticleDataFlags.Emissive |
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// Primitive.ParticleSystem.ParticleDataFlags.FollowSrc; //PSYS_PART_FLAGS
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prules.PartDataFlags = Primitive.ParticleSystem.ParticleDataFlags.Beam |
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Primitive.ParticleSystem.ParticleDataFlags.TargetPos;
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prules.PartStartColor.R = color.X; //PSYS_PART_START_COLOR
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//prules.PartDataFlags = Primitive.ParticleSystem.ParticleDataFlags.Emissive |
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// Primitive.ParticleSystem.ParticleDataFlags.FollowSrc; //PSYS_PART_FLAGS
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prules.PartDataFlags = Primitive.ParticleSystem.ParticleDataFlags.Beam |
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Primitive.ParticleSystem.ParticleDataFlags.TargetPos;
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prules.PartStartColor.R = color.X; //PSYS_PART_START_COLOR
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prules.PartStartColor.G = color.Y;
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prules.PartStartColor.B = color.Z;
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prules.PartStartColor.A = 1.0f; //PSYS_PART_START_ALPHA, transparency
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prules.PartEndColor.R = color.X; //PSYS_PART_END_COLOR
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prules.PartStartColor.A = 1.0f; //PSYS_PART_START_ALPHA, transparency
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prules.PartEndColor.R = color.X; //PSYS_PART_END_COLOR
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prules.PartEndColor.G = color.Y;
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prules.PartEndColor.B = color.Z;
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prules.PartEndColor.A = 1.0f; //PSYS_PART_END_ALPHA, transparency
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prules.PartStartScaleX = scale; //PSYS_PART_START_SCALE
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prules.PartEndColor.A = 1.0f; //PSYS_PART_END_ALPHA, transparency
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prules.PartStartScaleX = scale; //PSYS_PART_START_SCALE
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prules.PartStartScaleY = scale;
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prules.PartEndScaleX = scale; //PSYS_PART_END_SCALE
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prules.PartEndScaleX = scale; //PSYS_PART_END_SCALE
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prules.PartEndScaleY = scale;
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prules.PartMaxAge = 1.0f; //PSYS_PART_MAX_AGE
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prules.PartAcceleration.X = 0.0f; //PSYS_SRC_ACCEL
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prules.PartMaxAge = 1.0f; //PSYS_PART_MAX_AGE
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prules.PartAcceleration.X = 0.0f; //PSYS_SRC_ACCEL
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prules.PartAcceleration.Y = 0.0f;
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prules.PartAcceleration.Z = 0.0f;
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//prules.Pattern = Primitive.ParticleSystem.SourcePattern.Explode; //PSYS_SRC_PATTERN
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//prules.Texture = UUID.Zero;//= UUID //PSYS_SRC_TEXTURE, default used if blank
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prules.BurstRate = rate; //PSYS_SRC_BURST_RATE
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prules.BurstPartCount = 1; //PSYS_SRC_BURST_PART_COUNT
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prules.BurstRadius = 0.5f; //PSYS_SRC_BURST_RADIUS
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prules.BurstSpeedMin = speed; //PSYS_SRC_BURST_SPEED_MIN
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prules.BurstSpeedMax = speed; //PSYS_SRC_BURST_SPEED_MAX
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prules.MaxAge = 0.0f; //PSYS_SRC_MAX_AGE
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prules.Target = To.UUID; //PSYS_SRC_TARGET_KEY
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prules.AngularVelocity.X = 0.0f; //PSYS_SRC_OMEGA
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//prules.Pattern = Primitive.ParticleSystem.SourcePattern.Explode; //PSYS_SRC_PATTERN
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//prules.Texture = UUID.Zero;//= UUID //PSYS_SRC_TEXTURE, default used if blank
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prules.BurstRate = rate; //PSYS_SRC_BURST_RATE
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prules.BurstPartCount = 1; //PSYS_SRC_BURST_PART_COUNT
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prules.BurstRadius = 0.5f; //PSYS_SRC_BURST_RADIUS
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prules.BurstSpeedMin = speed; //PSYS_SRC_BURST_SPEED_MIN
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prules.BurstSpeedMax = speed; //PSYS_SRC_BURST_SPEED_MAX
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prules.MaxAge = 0.0f; //PSYS_SRC_MAX_AGE
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prules.Target = To.UUID; //PSYS_SRC_TARGET_KEY
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prules.AngularVelocity.X = 0.0f; //PSYS_SRC_OMEGA
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prules.AngularVelocity.Y = 0.0f;
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prules.AngularVelocity.Z = 0.0f;
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prules.InnerAngle = 0.0f; //PSYS_SRC_ANGLE_BEGIN
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prules.OuterAngle = 0.0f; //PSYS_SRC_ANGLE_END
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prules.InnerAngle = 0.0f; //PSYS_SRC_ANGLE_BEGIN
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prules.OuterAngle = 0.0f; //PSYS_SRC_ANGLE_END
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prules.CRC = 1; //activates the particle system??
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prules.CRC = 1; //activates the particle system??
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From.AddNewParticleSystem(prules);
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}
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