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using System;
using System.Collections.Generic;
using System.ComponentModel;
namespace OpenMetaverse
{
///
/// Particle system specific enumerators, flags and methods.
///
public partial class Primitive
{
///
/// Complete structure for the particle system
///
public struct ParticleSystem
{
///
/// Particle source pattern
///
public enum SourcePattern : byte
{
/// None
None = 0,
/// Drop particles from source position with no force
Drop = 0x01,
/// "Explode" particles in all directions
Explode = 0x02,
/// Particles shoot across a 2D area
Angle = 0x04,
/// Particles shoot across a 3D Cone
AngleCone = 0x08,
/// Inverse of AngleCone (shoot particles everywhere except the 3D cone defined
AngleConeEmpty = 0x10
}
///
/// Particle Data Flags
///
[Flags]
public enum ParticleDataFlags : uint
{
/// None
None = 0,
/// Interpolate color and alpha from start to end
InterpColor = 0x001,
/// Interpolate scale from start to end
InterpScale = 0x002,
/// Bounce particles off particle sources Z height
Bounce = 0x004,
/// velocity of particles is dampened toward the simulators wind
Wind = 0x008,
/// Particles follow the source
FollowSrc = 0x010,
/// Particles point towards the direction of source's velocity
FollowVelocity = 0x020,
/// Target of the particles
TargetPos = 0x040,
/// Particles are sent in a straight line
TargetLinear = 0x080,
/// Particles emit a glow
Emissive = 0x100,
/// used for point/grab/touch
Beam = 0x200
}
///
/// Particle Flags Enum
///
[Flags]
public enum ParticleFlags : uint
{
/// None
None = 0,
/// Acceleration and velocity for particles are
/// relative to the object rotation
ObjectRelative = 0x01,
/// Particles use new 'correct' angle parameters
UseNewAngle = 0x02
}
public uint CRC;
/// Particle Flags
/// There appears to be more data packed in to this area
/// for many particle systems. It doesn't appear to be flag values
/// and serialization breaks unless there is a flag for every
/// possible bit so it is left as an unsigned integer
public uint PartFlags;
/// pattern of particles
public SourcePattern Pattern;
/// A representing the maximimum age (in seconds) particle will be displayed
/// Maximum value is 30 seconds
public float MaxAge;
/// A representing the number of seconds,
/// from when the particle source comes into view,
/// or the particle system's creation, that the object will emits particles;
/// after this time period no more particles are emitted
public float StartAge;
/// A in radians that specifies where particles will not be created
public float InnerAngle;
/// A in radians that specifies where particles will be created
public float OuterAngle;
/// A representing the number of seconds between burts.
public float BurstRate;
/// A representing the number of meters
/// around the center of the source where particles will be created.
public float BurstRadius;
/// A representing in seconds, the minimum speed between bursts of new particles
/// being emitted
public float BurstSpeedMin;
/// A representing in seconds the maximum speed of new particles being emitted.
public float BurstSpeedMax;
/// A representing the maximum number of particles emitted per burst
public byte BurstPartCount;
/// A which represents the velocity (speed) from the source which particles are emitted
public Vector3 AngularVelocity;
/// A which represents the Acceleration from the source which particles are emitted
public Vector3 PartAcceleration;
/// The Key of the texture displayed on the particle
public UUID Texture;
/// The Key of the specified target object or avatar particles will follow
public UUID Target;
/// Flags of particle from
public ParticleDataFlags PartDataFlags;
/// Max Age particle system will emit particles for
public float PartMaxAge;
/// The the particle has at the beginning of its lifecycle
public Color4 PartStartColor;
/// The the particle has at the ending of its lifecycle
public Color4 PartEndColor;
/// A that represents the starting X size of the particle
/// Minimum value is 0, maximum value is 4
public float PartStartScaleX;
/// A that represents the starting Y size of the particle
/// Minimum value is 0, maximum value is 4
public float PartStartScaleY;
/// A that represents the ending X size of the particle
/// Minimum value is 0, maximum value is 4
public float PartEndScaleX;
/// A that represents the ending Y size of the particle
/// Minimum value is 0, maximum value is 4
public float PartEndScaleY;
///
/// Decodes a byte[] array into a ParticleSystem Object
///
/// ParticleSystem object
/// Start position for BitPacker
public ParticleSystem(byte[] data, int pos)
{
// TODO: Not sure exactly how many bytes we need here, so partial
// (truncated) data will cause an exception to be thrown
if (data.Length > 0)
{
BitPack pack = new BitPack(data, pos);
CRC = pack.UnpackUBits(32);
PartFlags = pack.UnpackUBits(32);
Pattern = (SourcePattern)pack.UnpackByte();
MaxAge = pack.UnpackFixed(false, 8, 8);
StartAge = pack.UnpackFixed(false, 8, 8);
InnerAngle = pack.UnpackFixed(false, 3, 5);
OuterAngle = pack.UnpackFixed(false, 3, 5);
BurstRate = pack.UnpackFixed(false, 8, 8);
BurstRadius = pack.UnpackFixed(false, 8, 8);
BurstSpeedMin = pack.UnpackFixed(false, 8, 8);
BurstSpeedMax = pack.UnpackFixed(false, 8, 8);
BurstPartCount = pack.UnpackByte();
float x = pack.UnpackFixed(true, 8, 7);
float y = pack.UnpackFixed(true, 8, 7);
float z = pack.UnpackFixed(true, 8, 7);
AngularVelocity = new Vector3(x, y, z);
x = pack.UnpackFixed(true, 8, 7);
y = pack.UnpackFixed(true, 8, 7);
z = pack.UnpackFixed(true, 8, 7);
PartAcceleration = new Vector3(x, y, z);
Texture = pack.UnpackUUID();
Target = pack.UnpackUUID();
PartDataFlags = (ParticleDataFlags)pack.UnpackUBits(32);
PartMaxAge = pack.UnpackFixed(false, 8, 8);
byte r = pack.UnpackByte();
byte g = pack.UnpackByte();
byte b = pack.UnpackByte();
byte a = pack.UnpackByte();
PartStartColor = new Color4(r, g, b, a);
r = pack.UnpackByte();
g = pack.UnpackByte();
b = pack.UnpackByte();
a = pack.UnpackByte();
PartEndColor = new Color4(r, g, b, a);
PartStartScaleX = pack.UnpackFixed(false, 3, 5);
PartStartScaleY = pack.UnpackFixed(false, 3, 5);
PartEndScaleX = pack.UnpackFixed(false, 3, 5);
PartEndScaleY = pack.UnpackFixed(false, 3, 5);
}
else
{
CRC = PartFlags = 0;
Pattern = SourcePattern.None;
MaxAge = StartAge = InnerAngle = OuterAngle = BurstRate = BurstRadius = BurstSpeedMin =
BurstSpeedMax = 0.0f;
BurstPartCount = 0;
AngularVelocity = PartAcceleration = Vector3.Zero;
Texture = Target = UUID.Zero;
PartDataFlags = ParticleDataFlags.None;
PartMaxAge = 0.0f;
PartStartColor = PartEndColor = Color4.Black;
PartStartScaleX = PartStartScaleY = PartEndScaleX = PartEndScaleY = 0.0f;
}
}
///
/// Generate byte[] array from particle data
///
/// Byte array
public byte[] GetBytes()
{
byte[] bytes = new byte[86];
BitPack pack = new BitPack(bytes, 0);
pack.PackBits(CRC, 32);
pack.PackBits((uint)PartFlags, 32);
pack.PackBits((uint)Pattern, 8);
pack.PackFixed(MaxAge, false, 8, 8);
pack.PackFixed(StartAge, false, 8, 8);
pack.PackFixed(InnerAngle, false, 3, 5);
pack.PackFixed(OuterAngle, false, 3, 5);
pack.PackFixed(BurstRate, false, 8, 8);
pack.PackFixed(BurstRadius, false, 8, 8);
pack.PackFixed(BurstSpeedMin, false, 8, 8);
pack.PackFixed(BurstSpeedMax, false, 8, 8);
pack.PackBits(BurstPartCount, 8);
pack.PackFixed(AngularVelocity.X, true, 8, 7);
pack.PackFixed(AngularVelocity.Y, true, 8, 7);
pack.PackFixed(AngularVelocity.Z, true, 8, 7);
pack.PackFixed(PartAcceleration.X, true, 8, 7);
pack.PackFixed(PartAcceleration.Y, true, 8, 7);
pack.PackFixed(PartAcceleration.Z, true, 8, 7);
pack.PackUUID(Texture);
pack.PackUUID(Target);
pack.PackBits((uint)PartDataFlags, 32);
pack.PackFixed(PartMaxAge, false, 8, 8);
pack.PackColor(PartStartColor);
pack.PackColor(PartEndColor);
pack.PackFixed(PartStartScaleX, false, 3, 5);
pack.PackFixed(PartStartScaleY, false, 3, 5);
pack.PackFixed(PartEndScaleX, false, 3, 5);
pack.PackFixed(PartEndScaleY, false, 3, 5);
return bytes;
}
}
}
}