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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28#region Header
29
30// BeamMetaEntity.cs created with MonoDevelop
31// User: bongiojp at 3:03 PMĀ 8/6/2008
32//
33// To change standard headers go to Edit->Preferences->Coding->Standard Headers
34//
35
36#endregion Header
37
38using System;
39using System.Collections.Generic;
40using System.Drawing;
41
42using OpenMetaverse;
43
44using Nini.Config;
45
46using OpenSim.Framework;
47using OpenSim.Region.Framework.Interfaces;
48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Physics.Manager;
50
51using log4net;
52
53namespace OpenSim.Region.OptionalModules.ContentManagement
54{
55 public class BeamMetaEntity : PointMetaEntity
56 {
57 #region Constructors
58
59 public BeamMetaEntity(Scene scene, Vector3 groupPos, float transparency, SceneObjectPart To, Vector3 color)
60 : base(scene, groupPos, transparency)
61 {
62 SetBeamToUUID(To, color);
63 }
64
65 public BeamMetaEntity(Scene scene, UUID uuid, Vector3 groupPos, float transparency, SceneObjectPart To, Vector3 color)
66 : base(scene, uuid, groupPos, transparency)
67 {
68 SetBeamToUUID(To, color);
69 }
70
71 #endregion Constructors
72
73 #region Public Methods
74
75 public void SetBeamToUUID(SceneObjectPart To, Vector3 color)
76 {
77 SceneObjectPart From = m_Entity.RootPart;
78 //Scale size of particles to distance objects are apart (for better visibility)
79 Vector3 FromPos = From.GetWorldPosition();
80 Vector3 ToPos = From.GetWorldPosition();
81 // UUID toUUID = To.UUID;
82 float distance = (float) (Math.Sqrt(Math.Pow(FromPos.X-ToPos.X, 2) +
83 Math.Pow(FromPos.X-ToPos.Y, 2) +
84 Math.Pow(FromPos.X-ToPos.Z, 2)
85 )
86 );
87 //float rate = (float) (distance/4f);
88 float rate = 0.5f;
89 float scale = (float) (distance/128f);
90 float speed = (float) (2.0f - distance/128f);
91
92 SetBeamToUUID(From, To, color, rate, scale, speed);
93 }
94
95 public void SetBeamToUUID(SceneObjectPart From, SceneObjectPart To, Vector3 color, float rate, float scale, float speed)
96 {
97 Primitive.ParticleSystem prules = new Primitive.ParticleSystem();
98 //prules.PartDataFlags = Primitive.ParticleSystem.ParticleDataFlags.Emissive |
99 // Primitive.ParticleSystem.ParticleDataFlags.FollowSrc; //PSYS_PART_FLAGS
100 prules.PartDataFlags = Primitive.ParticleSystem.ParticleDataFlags.Beam |
101 Primitive.ParticleSystem.ParticleDataFlags.TargetPos;
102 prules.PartStartColor.R = color.X; //PSYS_PART_START_COLOR
103 prules.PartStartColor.G = color.Y;
104 prules.PartStartColor.B = color.Z;
105 prules.PartStartColor.A = 1.0f; //PSYS_PART_START_ALPHA, transparency
106 prules.PartEndColor.R = color.X; //PSYS_PART_END_COLOR
107 prules.PartEndColor.G = color.Y;
108 prules.PartEndColor.B = color.Z;
109 prules.PartEndColor.A = 1.0f; //PSYS_PART_END_ALPHA, transparency
110 prules.PartStartScaleX = scale; //PSYS_PART_START_SCALE
111 prules.PartStartScaleY = scale;
112 prules.PartEndScaleX = scale; //PSYS_PART_END_SCALE
113 prules.PartEndScaleY = scale;
114 prules.PartMaxAge = 1.0f; //PSYS_PART_MAX_AGE
115 prules.PartAcceleration.X = 0.0f; //PSYS_SRC_ACCEL
116 prules.PartAcceleration.Y = 0.0f;
117 prules.PartAcceleration.Z = 0.0f;
118 //prules.Pattern = Primitive.ParticleSystem.SourcePattern.Explode; //PSYS_SRC_PATTERN
119 //prules.Texture = UUID.Zero;//= UUID //PSYS_SRC_TEXTURE, default used if blank
120 prules.BurstRate = rate; //PSYS_SRC_BURST_RATE
121 prules.BurstPartCount = 1; //PSYS_SRC_BURST_PART_COUNT
122 prules.BurstRadius = 0.5f; //PSYS_SRC_BURST_RADIUS
123 prules.BurstSpeedMin = speed; //PSYS_SRC_BURST_SPEED_MIN
124 prules.BurstSpeedMax = speed; //PSYS_SRC_BURST_SPEED_MAX
125 prules.MaxAge = 0.0f; //PSYS_SRC_MAX_AGE
126 prules.Target = To.UUID; //PSYS_SRC_TARGET_KEY
127 prules.AngularVelocity.X = 0.0f; //PSYS_SRC_OMEGA
128 prules.AngularVelocity.Y = 0.0f;
129 prules.AngularVelocity.Z = 0.0f;
130 prules.InnerAngle = 0.0f; //PSYS_SRC_ANGLE_BEGIN
131 prules.OuterAngle = 0.0f; //PSYS_SRC_ANGLE_END
132
133 prules.CRC = 1; //activates the particle system??
134 From.AddNewParticleSystem(prules);
135 }
136
137 #endregion Public Methods
138 }
139}