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162 lines
7.8 KiB
C#
162 lines
7.8 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#region Header
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// AuraMetaEntity.cs created with MonoDevelop
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// User: bongiojp at 3:03 PM 8/6/2008
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//
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// To change standard headers go to Edit->Preferences->Coding->Standard Headers
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//
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#endregion Header
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using OpenMetaverse;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Physics.Manager;
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using log4net;
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namespace OpenSim.Region.OptionalModules.ContentManagement
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{
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public class AuraMetaEntity : PointMetaEntity
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{
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#region Constructors
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//transparency of root part, NOT particle system. Should probably add support for changing particle system transparency.
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public AuraMetaEntity(Scene scene, Vector3 groupPos, float transparency, Vector3 color, Vector3 scale)
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: base(scene, groupPos, transparency)
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{
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SetAura(color, scale);
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}
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public AuraMetaEntity(Scene scene, UUID uuid, Vector3 groupPos, float transparency, Vector3 color, Vector3 scale)
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: base(scene, uuid, groupPos, transparency)
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{
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SetAura(color, scale);
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}
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#endregion Constructors
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#region Private Methods
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private float Average(Vector3 values)
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{
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return (values.X + values.Y + values.Z)/3f;
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}
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#endregion Private Methods
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#region Public Methods
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public void SetAura(Vector3 color, Vector3 scale)
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{
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SetAura(color, Average(scale) * 2.0f);
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}
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public void SetAura(Vector3 color, float radius)
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{
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SceneObjectPart From = m_Entity.RootPart;
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//m_log.Debug("[META ENTITY] BEFORE: radius = " + radius);
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float burstRadius = 0.1f;
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Primitive.ParticleSystem.SourcePattern patternFlags = Primitive.ParticleSystem.SourcePattern.None;
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float age = 1.5f;
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float burstRate = 0.4f;
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if (radius >= 8.0f)
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{
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//float sizeOfObject = radius / 2.0f;
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burstRadius = (radius - 8.0f)/3f;
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burstRate = 1.5f;
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radius = 7.99f;
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patternFlags = Primitive.ParticleSystem.SourcePattern.Explode;
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age = 4.0f;
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}
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SetAura(From, color, radius, burstRadius, age, burstRate, patternFlags);
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}
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public void SetAura(SceneObjectPart From, Vector3 color, float radius, float burstRadius, float age, float burstRate, Primitive.ParticleSystem.SourcePattern patternFlags)
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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.PartStartColor.G = color.Y;
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prules.PartStartColor.B = color.Z;
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prules.PartStartColor.A = 0.5f; //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 = 0.5f; //PSYS_PART_END_ALPHA, transparency
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/*prules.PartStartScaleX = 0.5f; //PSYS_PART_START_SCALE
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prules.PartStartScaleY = 0.5f;
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prules.PartEndScaleX = 0.5f; //PSYS_PART_END_SCALE
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prules.PartEndScaleY = 0.5f;
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*/
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prules.PartStartScaleX = radius; //PSYS_PART_START_SCALE
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prules.PartStartScaleY = radius;
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prules.PartEndScaleX = radius; //PSYS_PART_END_SCALE
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prules.PartEndScaleY = radius;
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prules.PartMaxAge = age; //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 = patternFlags; //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 = burstRate; //PSYS_SRC_BURST_RATE
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prules.BurstPartCount = 2; //PSYS_SRC_BURST_PART_COUNT
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//prules.BurstRadius = radius; //PSYS_SRC_BURST_RADIUS
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prules.BurstRadius = burstRadius; //PSYS_SRC_BURST_RADIUS
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prules.BurstSpeedMin = 0.001f; //PSYS_SRC_BURST_SPEED_MIN
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prules.BurstSpeedMax = 0.001f; //PSYS_SRC_BURST_SPEED_MAX
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prules.MaxAge = 0.0f; //PSYS_SRC_MAX_AGE
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//prules.Target = To; //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.CRC = 1; //activates the particle system??
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From.AddNewParticleSystem(prules);
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}
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#endregion Public Methods
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}
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}
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