/* * 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 OpenSimulator 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 // AuraMetaEntity.cs created with MonoDevelop // User: bongiojp at 3:03 PMĀ 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.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Physics.Manager; using log4net; namespace OpenSim.Region.OptionalModules.ContentManagement { public class AuraMetaEntity : PointMetaEntity { #region Constructors //transparency of root part, NOT particle system. Should probably add support for changing particle system transparency. public AuraMetaEntity(Scene scene, Vector3 groupPos, float transparency, Vector3 color, Vector3 scale) : base(scene, groupPos, transparency) { SetAura(color, scale); } public AuraMetaEntity(Scene scene, UUID uuid, Vector3 groupPos, float transparency, Vector3 color, Vector3 scale) : base(scene, uuid, groupPos, transparency) { SetAura(color, scale); } #endregion Constructors #region Private Methods private float Average(Vector3 values) { return (values.X + values.Y + values.Z)/3f; } #endregion Private Methods #region Public Methods public void SetAura(Vector3 color, Vector3 scale) { SetAura(color, Average(scale) * 2.0f); } public void SetAura(Vector3 color, float radius) { SceneObjectPart From = m_Entity.RootPart; //m_log.Debug("[META ENTITY] BEFORE: radius = " + radius); float burstRadius = 0.1f; Primitive.ParticleSystem.SourcePattern patternFlags = Primitive.ParticleSystem.SourcePattern.None; float age = 1.5f; float burstRate = 0.4f; if (radius >= 8.0f) { //float sizeOfObject = radius / 2.0f; burstRadius = (radius - 8.0f)/3f; burstRate = 1.5f; radius = 7.99f; patternFlags = Primitive.ParticleSystem.SourcePattern.Explode; age = 4.0f; } SetAura(From, color, radius, burstRadius, age, burstRate, patternFlags); } public void SetAura(SceneObjectPart From, Vector3 color, float radius, float burstRadius, float age, float burstRate, Primitive.ParticleSystem.SourcePattern patternFlags) { 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 = 0.5f; //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 = 0.5f; //PSYS_PART_END_ALPHA, transparency /*prules.PartStartScaleX = 0.5f; //PSYS_PART_START_SCALE prules.PartStartScaleY = 0.5f; prules.PartEndScaleX = 0.5f; //PSYS_PART_END_SCALE prules.PartEndScaleY = 0.5f; */ prules.PartStartScaleX = radius; //PSYS_PART_START_SCALE prules.PartStartScaleY = radius; prules.PartEndScaleX = radius; //PSYS_PART_END_SCALE prules.PartEndScaleY = radius; prules.PartMaxAge = age; //PSYS_PART_MAX_AGE prules.PartAcceleration.X = 0.0f; //PSYS_SRC_ACCEL prules.PartAcceleration.Y = 0.0f; prules.PartAcceleration.Z = 0.0f; prules.Pattern = patternFlags; //PSYS_SRC_PATTERN //prules.Texture = UUID.Zero;//= UUID //PSYS_SRC_TEXTURE, default used if blank prules.BurstRate = burstRate; //PSYS_SRC_BURST_RATE prules.BurstPartCount = 2; //PSYS_SRC_BURST_PART_COUNT //prules.BurstRadius = radius; //PSYS_SRC_BURST_RADIUS prules.BurstRadius = burstRadius; //PSYS_SRC_BURST_RADIUS prules.BurstSpeedMin = 0.001f; //PSYS_SRC_BURST_SPEED_MIN prules.BurstSpeedMax = 0.001f; //PSYS_SRC_BURST_SPEED_MAX prules.MaxAge = 0.0f; //PSYS_SRC_MAX_AGE //prules.Target = To; //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 } }