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/*
* 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
// 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.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, 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
}
}
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