Files
libremetaverse/libsecondlife-cs/ParticleSystem.cs
lancej d109dcc1f8 * ImportCommand now creates prims.
* Added SetTextures, SetLight, SetFlexible functions to ObjectManager.
* Added XML defaults to ParticleSystem and TextureAnimation.
* Fixed an XML default for LLQuaternion.

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@698 52acb1d6-8a22-11de-b505-999d5b087335
2006-12-09 07:55:46 +00:00

204 lines
7.5 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Xml.Serialization;
namespace libsecondlife
{
/// <summary>
///
/// </summary>
[Serializable]
public class ParticleSystem
{
/// <summary>
///
/// </summary>
public enum SourcePattern : byte
{
/// <summary></summary>
[XmlEnum("None")] None = 0,
/// <summary></summary>
[XmlEnum("Drop")] Drop = 0x01,
/// <summary></summary>
[XmlEnum("Explode")] Explode = 0x02,
/// <summary></summary>
[XmlEnum("Angle")] Angle = 0x04,
/// <summary></summary>
[XmlEnum("AngleCone")] AngleCone = 0x08,
/// <summary></summary>
[XmlEnum("AngleConeEmpty")] AngleConeEmpty = 0x10
}
/// <summary>
/// Information on a particle system assocaited with a prim
/// </summary>
[Flags]
public enum ParticleFlags : ushort
{
/// <summary></summary>
None = 0,
/// <summary></summary>
InterpColor = 0x001,
/// <summary></summary>
InterpScale = 0x002,
/// <summary></summary>
Bounce = 0x004,
/// <summary></summary>
Wind = 0x008,
/// <summary></summary>
FollowSrc = 0x010,
/// <summary></summary>
FollowVelocity = 0x20,
/// <summary></summary>
TargetPos = 0x40,
/// <summary></summary>
TargetLinear = 0x080,
/// <summary></summary>
Emissive = 0x100
}
/// <summary></summary>
[XmlAttribute("startrgba"), DefaultValue(0)] public uint PartStartRGBA;
/// <summary></summary>
[XmlAttribute("endrgba"), DefaultValue(0)] public uint PartEndRGBA;
/// <summary></summary>
[XmlAttribute("maxage"), DefaultValue(0)] public float PartMaxAge;
/// <summary></summary>
[XmlAttribute("srcmaxage"), DefaultValue(0)] public float SrcMaxAge;
/// <summary></summary>
[XmlAttribute("srcanglebegin"), DefaultValue(0)] public float SrcAngleBegin;
/// <summary></summary>
[XmlAttribute("srcangleend"), DefaultValue(0)] public float SrcAngleEnd;
/// <summary></summary>
[XmlAttribute("srcburstpartcount"), DefaultValue(0)] public int SrcBurstPartCount;
/// <summary></summary>
[XmlAttribute("srcburstradius"), DefaultValue(0)] public float SrcBurstRadius;
/// <summary></summary>
[XmlAttribute("srcburstrate"), DefaultValue(0)] public float SrcBurstRate;
/// <summary></summary>
[XmlAttribute("srcburstspeedmin"), DefaultValue(0)] public float SrcBurstSpeedMin;
/// <summary></summary>
[XmlAttribute("srcburstspeedmax"), DefaultValue(0)] public float SrcBurstSpeedMax;
/// <summary>Unknown</summary>
[XmlAttribute("serial"), DefaultValue(0)] public uint Serial;
/// <summary>Unknown</summary>
[XmlAttribute("starttick"), DefaultValue(0)] public uint StartTick;
/// <summary></summary>
[XmlAttribute("srcpattern"), DefaultValue(SourcePattern.None)] public SourcePattern SrcPattern = SourcePattern.None;
/// <summary>Various options that describe the behavior of this system</summary>
[XmlAttribute("particleflags"), DefaultValue(ParticleFlags.None)] public ParticleFlags PartFlags = ParticleFlags.None;
/// <summary></summary>
[XmlElement("srctarget")] public LLUUID SrcTargetKey = LLUUID.Zero;
/// <summary>Texture that will be applied to the particles</summary>
[XmlElement("srctexture")] public LLUUID SrcTexture = LLUUID.Zero;
/// <summary></summary>
[XmlElement("partstartscale")] public LLVector3 PartStartScale = LLVector3.Zero;
/// <summary></summary>
[XmlElement("partendscale")] public LLVector3 PartEndScale = LLVector3.Zero;
/// <summary></summary>
[XmlElement("srcaccel")] public LLVector3 SrcAccel = LLVector3.Zero;
/// <summary></summary>
[XmlElement("srcomega")] public LLVector3 SrcOmega = LLVector3.Zero;
/// <summary>
///
/// </summary>
public ParticleSystem()
{
}
/// <summary>
///
/// </summary>
/// <param name="data"></param>
/// <param name="pos"></param>
public ParticleSystem(byte[] data, int pos)
{
FromBytes(data, pos);
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public byte[] GetBytes()
{
byte[] bytes = new byte[0];
// FIXME: Finish ParticleSystem.GetBytes()
return bytes;
}
/// <summary>
///
/// </summary>
/// <param name="data"></param>
/// <param name="pos"></param>
private void FromBytes(byte[] data, int pos)
{
int i = pos;
if (data.Length == 0)
return;
Serial = (uint)(data[i++] + (data[i++] << 8) +
(data[i++] << 16) + (data[i++] << 24));
StartTick = (uint)(data[i++] + (data[i++] << 8) +
(data[i++] << 16) + (data[i++] << 24));
SrcPattern = (SourcePattern)data[i++];
SrcMaxAge = (data[i++] + (data[i++] << 8)) / 256.0f;
// TODO: Unknown
i += 2;
SrcAngleBegin = (data[i++] / 100.0f) * (float)Math.PI;
SrcAngleEnd = (data[i++] / 100.0f) * (float)Math.PI;
SrcBurstRate = (data[i++] + (data[i++] << 8)) / 256.0f;
SrcBurstRadius = (data[i++] + (data[i++] << 8)) / 256.0f;
SrcBurstSpeedMin = (data[i++] + (data[i++] << 8)) / 256.0f;
SrcBurstSpeedMax = (data[i++] + (data[i++] << 8)) / 256.0f;
SrcBurstPartCount = data[i++];
SrcOmega = new LLVector3();
SrcOmega.X = (data[i++] + (data[i++] << 8)) / 128.0f - 256.0f;
SrcOmega.Y = (data[i++] + (data[i++] << 8)) / 128.0f - 256.0f;
SrcOmega.Z = (data[i++] + (data[i++] << 8)) / 128.0f - 256.0f;
SrcAccel = new LLVector3();
SrcAccel.X = (data[i++] + (data[i++] << 8)) / 128.0f - 256.0f;
SrcAccel.Y = (data[i++] + (data[i++] << 8)) / 128.0f - 256.0f;
SrcAccel.Z = (data[i++] + (data[i++] << 8)) / 128.0f - 256.0f;
SrcTexture = new LLUUID(data, i);
i += 16;
SrcTargetKey = new LLUUID(data, i);
i += 16;
PartFlags = (ParticleFlags)(data[i++] + (data[i++] << 8));
PartMaxAge = (data[i++] + (data[i++] << 8)) / 256.0f;
// TODO: Unknown
i += 2;
PartStartRGBA = (uint)(data[i++] + (data[i++] << 8) +
(data[i++] << 16) + (data[i++] << 24));
PartEndRGBA = (uint)(data[i++] + (data[i++] << 8) +
(data[i++] << 16) + (data[i++] << 24));
PartStartScale = new LLVector3();
PartStartScale.X = data[i++] / 32.0f;
PartStartScale.Y = data[i++] / 32.0f;
PartEndScale = new LLVector3();
PartEndScale.X = data[i++] / 32.0f;
PartEndScale.Y = data[i++] / 32.0f;
}
}
}