aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Modules/ContentManagementSystem/AuraMetaEntity.cs
blob: 3188c6c6620cb7fee352da8c0b5158ee6542fc71 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
#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 libsecondlife;

using Nini.Config;

using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Physics.Manager;

using log4net;

using Axiom.Math;

namespace OpenSim.Region.Environment.Modules.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, uint LocalId, LLVector3 groupPos, float transparency, LLVector3 color, LLVector3 scale)
            : base(scene, LocalId, groupPos, transparency)
        {
            SetAura(color, scale);
        }

        public AuraMetaEntity(Scene scene, LLUUID uuid, uint LocalId, LLVector3 groupPos, float transparency, LLVector3 color, LLVector3 scale)
            : base(scene, uuid, LocalId, groupPos, transparency)
        {
            SetAura(color, scale);
        }

        #endregion Constructors

        #region Private Methods

        private float Average(LLVector3 values)
        {
            return (values.X + values.Y + values.Z)/3f;
        }

        #endregion Private Methods

        #region Public Methods

        public void SetAura(LLVector3 color, LLVector3 scale)
        {
            SetAura(color, Average(scale) * 2.0f);
        }

        public void SetAura(LLVector3 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, LLVector3 color, float radius, float burstRadius, float age, float burstRate, libsecondlife.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 = LLUUID.Zero;//= LLUUID                                                     //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
    }
}