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path: root/OpenSim/Region/Environment/Modules/ContentManagementSystem/BeamMetaEntity.cs
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#region Header

// BeamMetaEntity.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 BeamMetaEntity : PointMetaEntity
    {
        #region Constructors

        public BeamMetaEntity(Scene scene, uint LocalId, LLVector3 groupPos, float transparency, SceneObjectPart To, LLVector3 color)
            : base(scene, LocalId, groupPos, transparency)
        {
            SetBeamToUUID(To, color);
        }

        public BeamMetaEntity(Scene scene, LLUUID uuid, uint LocalId, LLVector3 groupPos, float transparency, SceneObjectPart To, LLVector3 color)
            : base(scene, uuid, LocalId, groupPos, transparency)
        {
            SetBeamToUUID(To, color);
        }

        #endregion Constructors

        #region Public Methods

        public void SetBeamToUUID(SceneObjectPart To, LLVector3 color)
        {
            SceneObjectPart From = m_Entity.RootPart;
            //Scale size of particles to distance objects are apart (for better visibility)
            LLVector3 FromPos = From.GetWorldPosition();
            LLVector3 ToPos = From.GetWorldPosition();
            LLUUID 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,  LLVector3 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 = LLUUID.Zero;//= LLUUID                                                     //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
    }
}