* Corrected ManagedImage.ExportRaw() function to flip the image (OpenGL has a texture origin in the bottom-left) git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@2015 52acb1d6-8a22-11de-b505-999d5b087335
283 lines
14 KiB
C#
283 lines
14 KiB
C#
/*
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* Copyright (c) 2007-2008, openmetaverse.org
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.org nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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namespace OpenMetaverse
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{
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/// <summary>
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/// Particle system specific enumerators, flags and methods.
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/// </summary>
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public partial class Primitive
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{
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/// <summary>
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/// Complete structure for the particle system
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/// </summary>
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public struct ParticleSystem
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{
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/// <summary>
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/// Particle source pattern
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/// </summary>
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public enum SourcePattern : byte
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{
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/// <summary>None</summary>
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None = 0,
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/// <summary>Drop particles from source position with no force</summary>
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Drop = 0x01,
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/// <summary>"Explode" particles in all directions</summary>
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Explode = 0x02,
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/// <summary>Particles shoot across a 2D area</summary>
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Angle = 0x04,
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/// <summary>Particles shoot across a 3D Cone</summary>
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AngleCone = 0x08,
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/// <summary>Inverse of AngleCone (shoot particles everywhere except the 3D cone defined</summary>
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AngleConeEmpty = 0x10
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}
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/// <summary>
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/// Particle Data Flags
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/// </summary>
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[Flags]
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public enum ParticleDataFlags : uint
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{
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/// <summary>None</summary>
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None = 0,
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/// <summary>Interpolate color and alpha from start to end</summary>
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InterpColor = 0x001,
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/// <summary>Interpolate scale from start to end</summary>
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InterpScale = 0x002,
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/// <summary>Bounce particles off particle sources Z height</summary>
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Bounce = 0x004,
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/// <summary>velocity of particles is dampened toward the simulators wind</summary>
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Wind = 0x008,
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/// <summary>Particles follow the source</summary>
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FollowSrc = 0x010,
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/// <summary>Particles point towards the direction of source's velocity</summary>
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FollowVelocity = 0x020,
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/// <summary>Target of the particles</summary>
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TargetPos = 0x040,
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/// <summary>Particles are sent in a straight line</summary>
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TargetLinear = 0x080,
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/// <summary>Particles emit a glow</summary>
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Emissive = 0x100,
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/// <summary>used for point/grab/touch</summary>
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Beam = 0x200
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}
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/// <summary>
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/// Particle Flags Enum
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/// </summary>
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[Flags]
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public enum ParticleFlags : uint
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{
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/// <summary>None</summary>
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None = 0,
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/// <summary>Acceleration and velocity for particles are
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/// relative to the object rotation</summary>
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ObjectRelative = 0x01,
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/// <summary>Particles use new 'correct' angle parameters</summary>
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UseNewAngle = 0x02
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}
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public uint CRC;
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/// <summary>Particle Flags</summary>
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/// <remarks>There appears to be more data packed in to this area
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/// for many particle systems. It doesn't appear to be flag values
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/// and serialization breaks unless there is a flag for every
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/// possible bit so it is left as an unsigned integer</remarks>
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public uint PartFlags;
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/// <summary><seealso cref="T:SourcePattern"/> pattern of particles</summary>
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public SourcePattern Pattern;
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/// <summary>A <see langword="float"/> representing the maximimum age (in seconds) particle will be displayed</summary>
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/// <remarks>Maximum value is 30 seconds</remarks>
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public float MaxAge;
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/// <summary>A <see langword="float"/> representing the number of seconds,
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/// from when the particle source comes into view,
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/// or the particle system's creation, that the object will emits particles;
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/// after this time period no more particles are emitted</summary>
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public float StartAge;
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/// <summary>A <see langword="float"/> in radians that specifies where particles will not be created</summary>
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public float InnerAngle;
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/// <summary>A <see langword="float"/> in radians that specifies where particles will be created</summary>
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public float OuterAngle;
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/// <summary>A <see langword="float"/> representing the number of seconds between burts.</summary>
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public float BurstRate;
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/// <summary>A <see langword="float"/> representing the number of meters
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/// around the center of the source where particles will be created.</summary>
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public float BurstRadius;
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/// <summary>A <see langword="float"/> representing in seconds, the minimum speed between bursts of new particles
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/// being emitted</summary>
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public float BurstSpeedMin;
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/// <summary>A <see langword="float"/> representing in seconds the maximum speed of new particles being emitted.</summary>
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public float BurstSpeedMax;
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/// <summary>A <see langword="byte"/> representing the maximum number of particles emitted per burst</summary>
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public byte BurstPartCount;
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/// <summary>A <see cref="T:Vector3"/> which represents the velocity (speed) from the source which particles are emitted</summary>
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public Vector3 AngularVelocity;
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/// <summary>A <see cref="T:Vector3"/> which represents the Acceleration from the source which particles are emitted</summary>
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public Vector3 PartAcceleration;
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/// <summary>The <see cref="T:UUID"/> Key of the texture displayed on the particle</summary>
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public UUID Texture;
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/// <summary>The <see cref="T:UUID"/> Key of the specified target object or avatar particles will follow</summary>
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public UUID Target;
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/// <summary>Flags of particle from <seealso cref="T:ParticleDataFlags"/></summary>
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public ParticleDataFlags PartDataFlags;
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/// <summary>Max Age particle system will emit particles for</summary>
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public float PartMaxAge;
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/// <summary>The <see cref="T:Color4"/> the particle has at the beginning of its lifecycle</summary>
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public Color4 PartStartColor;
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/// <summary>The <see cref="T:Color4"/> the particle has at the ending of its lifecycle</summary>
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public Color4 PartEndColor;
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/// <summary>A <see langword="float"/> that represents the starting X size of the particle</summary>
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/// <remarks>Minimum value is 0, maximum value is 4</remarks>
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public float PartStartScaleX;
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/// <summary>A <see langword="float"/> that represents the starting Y size of the particle</summary>
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/// <remarks>Minimum value is 0, maximum value is 4</remarks>
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public float PartStartScaleY;
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/// <summary>A <see langword="float"/> that represents the ending X size of the particle</summary>
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/// <remarks>Minimum value is 0, maximum value is 4</remarks>
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public float PartEndScaleX;
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/// <summary>A <see langword="float"/> that represents the ending Y size of the particle</summary>
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/// <remarks>Minimum value is 0, maximum value is 4</remarks>
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public float PartEndScaleY;
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/// <summary>
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/// Decodes a byte[] array into a ParticleSystem Object
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/// </summary>
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/// <param name="data">ParticleSystem object</param>
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/// <param name="pos">Start position for BitPacker</param>
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public ParticleSystem(byte[] data, int pos)
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{
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// TODO: Not sure exactly how many bytes we need here, so partial
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// (truncated) data will cause an exception to be thrown
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if (data.Length > 0)
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{
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BitPack pack = new BitPack(data, pos);
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CRC = pack.UnpackUBits(32);
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PartFlags = pack.UnpackUBits(32);
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Pattern = (SourcePattern)pack.UnpackByte();
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MaxAge = pack.UnpackFixed(false, 8, 8);
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StartAge = pack.UnpackFixed(false, 8, 8);
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InnerAngle = pack.UnpackFixed(false, 3, 5);
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OuterAngle = pack.UnpackFixed(false, 3, 5);
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BurstRate = pack.UnpackFixed(false, 8, 8);
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BurstRadius = pack.UnpackFixed(false, 8, 8);
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BurstSpeedMin = pack.UnpackFixed(false, 8, 8);
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BurstSpeedMax = pack.UnpackFixed(false, 8, 8);
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BurstPartCount = pack.UnpackByte();
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float x = pack.UnpackFixed(true, 8, 7);
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float y = pack.UnpackFixed(true, 8, 7);
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float z = pack.UnpackFixed(true, 8, 7);
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AngularVelocity = new Vector3(x, y, z);
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x = pack.UnpackFixed(true, 8, 7);
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y = pack.UnpackFixed(true, 8, 7);
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z = pack.UnpackFixed(true, 8, 7);
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PartAcceleration = new Vector3(x, y, z);
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Texture = pack.UnpackUUID();
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Target = pack.UnpackUUID();
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PartDataFlags = (ParticleDataFlags)pack.UnpackUBits(32);
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PartMaxAge = pack.UnpackFixed(false, 8, 8);
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byte r = pack.UnpackByte();
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byte g = pack.UnpackByte();
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byte b = pack.UnpackByte();
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byte a = pack.UnpackByte();
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PartStartColor = new Color4(r, g, b, a);
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r = pack.UnpackByte();
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g = pack.UnpackByte();
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b = pack.UnpackByte();
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a = pack.UnpackByte();
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PartEndColor = new Color4(r, g, b, a);
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PartStartScaleX = pack.UnpackFixed(false, 3, 5);
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PartStartScaleY = pack.UnpackFixed(false, 3, 5);
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PartEndScaleX = pack.UnpackFixed(false, 3, 5);
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PartEndScaleY = pack.UnpackFixed(false, 3, 5);
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}
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else
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{
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CRC = PartFlags = 0;
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Pattern = SourcePattern.None;
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MaxAge = StartAge = InnerAngle = OuterAngle = BurstRate = BurstRadius = BurstSpeedMin =
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BurstSpeedMax = 0.0f;
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BurstPartCount = 0;
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AngularVelocity = PartAcceleration = Vector3.Zero;
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Texture = Target = UUID.Zero;
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PartDataFlags = ParticleDataFlags.None;
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PartMaxAge = 0.0f;
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PartStartColor = PartEndColor = Color4.Black;
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PartStartScaleX = PartStartScaleY = PartEndScaleX = PartEndScaleY = 0.0f;
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}
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}
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/// <summary>
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/// Generate byte[] array from particle data
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/// </summary>
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/// <returns>Byte array</returns>
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public byte[] GetBytes()
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{
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byte[] bytes = new byte[86];
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BitPack pack = new BitPack(bytes, 0);
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pack.PackBits(CRC, 32);
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pack.PackBits((uint)PartFlags, 32);
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pack.PackBits((uint)Pattern, 8);
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pack.PackFixed(MaxAge, false, 8, 8);
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pack.PackFixed(StartAge, false, 8, 8);
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pack.PackFixed(InnerAngle, false, 3, 5);
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pack.PackFixed(OuterAngle, false, 3, 5);
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pack.PackFixed(BurstRate, false, 8, 8);
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pack.PackFixed(BurstRadius, false, 8, 8);
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pack.PackFixed(BurstSpeedMin, false, 8, 8);
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pack.PackFixed(BurstSpeedMax, false, 8, 8);
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pack.PackBits(BurstPartCount, 8);
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pack.PackFixed(AngularVelocity.X, true, 8, 7);
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pack.PackFixed(AngularVelocity.Y, true, 8, 7);
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pack.PackFixed(AngularVelocity.Z, true, 8, 7);
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pack.PackFixed(PartAcceleration.X, true, 8, 7);
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pack.PackFixed(PartAcceleration.Y, true, 8, 7);
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pack.PackFixed(PartAcceleration.Z, true, 8, 7);
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pack.PackUUID(Texture);
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pack.PackUUID(Target);
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pack.PackBits((uint)PartDataFlags, 32);
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pack.PackFixed(PartMaxAge, false, 8, 8);
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pack.PackColor(PartStartColor);
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pack.PackColor(PartEndColor);
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pack.PackFixed(PartStartScaleX, false, 3, 5);
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pack.PackFixed(PartStartScaleY, false, 3, 5);
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pack.PackFixed(PartEndScaleX, false, 3, 5);
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pack.PackFixed(PartEndScaleY, false, 3, 5);
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return bytes;
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}
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}
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}
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}
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