Files
libremetaverse/OpenMetaverse/ParticleSystem.cs
John Hurliman e294f47afd * Basic types renaming continued
* 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
2008-07-28 22:23:48 +00:00

283 lines
14 KiB
C#

/*
* Copyright (c) 2007-2008, openmetaverse.org
* All rights reserved.
*
* - 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.
* - Neither the name of the openmetaverse.org 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.
*/
using System;
using System.Collections.Generic;
using System.ComponentModel;
namespace OpenMetaverse
{
/// <summary>
/// Particle system specific enumerators, flags and methods.
/// </summary>
public partial class Primitive
{
/// <summary>
/// Complete structure for the particle system
/// </summary>
public struct ParticleSystem
{
/// <summary>
/// Particle source pattern
/// </summary>
public enum SourcePattern : byte
{
/// <summary>None</summary>
None = 0,
/// <summary>Drop particles from source position with no force</summary>
Drop = 0x01,
/// <summary>"Explode" particles in all directions</summary>
Explode = 0x02,
/// <summary>Particles shoot across a 2D area</summary>
Angle = 0x04,
/// <summary>Particles shoot across a 3D Cone</summary>
AngleCone = 0x08,
/// <summary>Inverse of AngleCone (shoot particles everywhere except the 3D cone defined</summary>
AngleConeEmpty = 0x10
}
/// <summary>
/// Particle Data Flags
/// </summary>
[Flags]
public enum ParticleDataFlags : uint
{
/// <summary>None</summary>
None = 0,
/// <summary>Interpolate color and alpha from start to end</summary>
InterpColor = 0x001,
/// <summary>Interpolate scale from start to end</summary>
InterpScale = 0x002,
/// <summary>Bounce particles off particle sources Z height</summary>
Bounce = 0x004,
/// <summary>velocity of particles is dampened toward the simulators wind</summary>
Wind = 0x008,
/// <summary>Particles follow the source</summary>
FollowSrc = 0x010,
/// <summary>Particles point towards the direction of source's velocity</summary>
FollowVelocity = 0x020,
/// <summary>Target of the particles</summary>
TargetPos = 0x040,
/// <summary>Particles are sent in a straight line</summary>
TargetLinear = 0x080,
/// <summary>Particles emit a glow</summary>
Emissive = 0x100,
/// <summary>used for point/grab/touch</summary>
Beam = 0x200
}
/// <summary>
/// Particle Flags Enum
/// </summary>
[Flags]
public enum ParticleFlags : uint
{
/// <summary>None</summary>
None = 0,
/// <summary>Acceleration and velocity for particles are
/// relative to the object rotation</summary>
ObjectRelative = 0x01,
/// <summary>Particles use new 'correct' angle parameters</summary>
UseNewAngle = 0x02
}
public uint CRC;
/// <summary>Particle Flags</summary>
/// <remarks>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</remarks>
public uint PartFlags;
/// <summary><seealso cref="T:SourcePattern"/> pattern of particles</summary>
public SourcePattern Pattern;
/// <summary>A <see langword="float"/> representing the maximimum age (in seconds) particle will be displayed</summary>
/// <remarks>Maximum value is 30 seconds</remarks>
public float MaxAge;
/// <summary>A <see langword="float"/> 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</summary>
public float StartAge;
/// <summary>A <see langword="float"/> in radians that specifies where particles will not be created</summary>
public float InnerAngle;
/// <summary>A <see langword="float"/> in radians that specifies where particles will be created</summary>
public float OuterAngle;
/// <summary>A <see langword="float"/> representing the number of seconds between burts.</summary>
public float BurstRate;
/// <summary>A <see langword="float"/> representing the number of meters
/// around the center of the source where particles will be created.</summary>
public float BurstRadius;
/// <summary>A <see langword="float"/> representing in seconds, the minimum speed between bursts of new particles
/// being emitted</summary>
public float BurstSpeedMin;
/// <summary>A <see langword="float"/> representing in seconds the maximum speed of new particles being emitted.</summary>
public float BurstSpeedMax;
/// <summary>A <see langword="byte"/> representing the maximum number of particles emitted per burst</summary>
public byte BurstPartCount;
/// <summary>A <see cref="T:Vector3"/> which represents the velocity (speed) from the source which particles are emitted</summary>
public Vector3 AngularVelocity;
/// <summary>A <see cref="T:Vector3"/> which represents the Acceleration from the source which particles are emitted</summary>
public Vector3 PartAcceleration;
/// <summary>The <see cref="T:UUID"/> Key of the texture displayed on the particle</summary>
public UUID Texture;
/// <summary>The <see cref="T:UUID"/> Key of the specified target object or avatar particles will follow</summary>
public UUID Target;
/// <summary>Flags of particle from <seealso cref="T:ParticleDataFlags"/></summary>
public ParticleDataFlags PartDataFlags;
/// <summary>Max Age particle system will emit particles for</summary>
public float PartMaxAge;
/// <summary>The <see cref="T:Color4"/> the particle has at the beginning of its lifecycle</summary>
public Color4 PartStartColor;
/// <summary>The <see cref="T:Color4"/> the particle has at the ending of its lifecycle</summary>
public Color4 PartEndColor;
/// <summary>A <see langword="float"/> that represents the starting X size of the particle</summary>
/// <remarks>Minimum value is 0, maximum value is 4</remarks>
public float PartStartScaleX;
/// <summary>A <see langword="float"/> that represents the starting Y size of the particle</summary>
/// <remarks>Minimum value is 0, maximum value is 4</remarks>
public float PartStartScaleY;
/// <summary>A <see langword="float"/> that represents the ending X size of the particle</summary>
/// <remarks>Minimum value is 0, maximum value is 4</remarks>
public float PartEndScaleX;
/// <summary>A <see langword="float"/> that represents the ending Y size of the particle</summary>
/// <remarks>Minimum value is 0, maximum value is 4</remarks>
public float PartEndScaleY;
/// <summary>
/// Decodes a byte[] array into a ParticleSystem Object
/// </summary>
/// <param name="data">ParticleSystem object</param>
/// <param name="pos">Start position for BitPacker</param>
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;
}
}
/// <summary>
/// Generate byte[] array from particle data
/// </summary>
/// <returns>Byte array</returns>
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;
}
}
}
}