/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #region Header // BeamMetaEntity.cs created with MonoDevelop // User: bongiojp at 3:03 PM 8/6/2008 // // To change standard headers go to Edit->Preferences->Coding->Standard Headers // #endregion Header using System; using System.Collections.Generic; using System.Drawing; using OpenMetaverse; using Nini.Config; using OpenSim.Framework; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; using OpenSim.Region.Physics.Manager; using log4net; namespace OpenSim.Region.Environment.Modules.ContentManagement { public class BeamMetaEntity : PointMetaEntity { #region Constructors 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, UUID uuid, uint LocalId, Vector3 groupPos, float transparency, SceneObjectPart To, Vector3 color) : base(scene, uuid, LocalId, groupPos, transparency) { SetBeamToUUID(To, color); } #endregion Constructors #region Public Methods public void SetBeamToUUID(SceneObjectPart To, Vector3 color) { SceneObjectPart From = m_Entity.RootPart; //Scale size of particles to distance objects are apart (for better visibility) 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) ) ); //float rate = (float) (distance/4f); float rate = 0.5f; float scale = (float) (distance/128f); float speed = (float) (2.0f - distance/128f); SetBeamToUUID(From, To, color, rate, scale, 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 | // Primitive.ParticleSystem.ParticleDataFlags.FollowSrc; //PSYS_PART_FLAGS prules.PartDataFlags = Primitive.ParticleSystem.ParticleDataFlags.Beam | Primitive.ParticleSystem.ParticleDataFlags.TargetPos; prules.PartStartColor.R = color.X; //PSYS_PART_START_COLOR prules.PartStartColor.G = color.Y; prules.PartStartColor.B = color.Z; prules.PartStartColor.A = 1.0f; //PSYS_PART_START_ALPHA, transparency prules.PartEndColor.R = color.X; //PSYS_PART_END_COLOR prules.PartEndColor.G = color.Y; prules.PartEndColor.B = color.Z; prules.PartEndColor.A = 1.0f; //PSYS_PART_END_ALPHA, transparency prules.PartStartScaleX = scale; //PSYS_PART_START_SCALE prules.PartStartScaleY = scale; prules.PartEndScaleX = scale; //PSYS_PART_END_SCALE prules.PartEndScaleY = scale; prules.PartMaxAge = 1.0f; //PSYS_PART_MAX_AGE prules.PartAcceleration.X = 0.0f; //PSYS_SRC_ACCEL prules.PartAcceleration.Y = 0.0f; prules.PartAcceleration.Z = 0.0f; //prules.Pattern = Primitive.ParticleSystem.SourcePattern.Explode; //PSYS_SRC_PATTERN //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 prules.BurstSpeedMin = speed; //PSYS_SRC_BURST_SPEED_MIN prules.BurstSpeedMax = speed; //PSYS_SRC_BURST_SPEED_MAX prules.MaxAge = 0.0f; //PSYS_SRC_MAX_AGE prules.Target = To.UUID; //PSYS_SRC_TARGET_KEY prules.AngularVelocity.X = 0.0f; //PSYS_SRC_OMEGA prules.AngularVelocity.Y = 0.0f; prules.AngularVelocity.Z = 0.0f; prules.InnerAngle = 0.0f; //PSYS_SRC_ANGLE_BEGIN prules.OuterAngle = 0.0f; //PSYS_SRC_ANGLE_END prules.CRC = 1; //activates the particle system?? From.AddNewParticleSystem(prules); } #endregion Public Methods } }