OsParticleSystem

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Example(s)
//Written By Draconis Neurocam
    //You are free:
    //    * to Share — to copy, distribute and transmit the work
    //    * to Remix — to adapt the work
    //Under the following conditions:
    //    *
    //      Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
    //      Attribute this work:
    //      What does "Attribute this work" mean?
    //      The page you came from contained embedded licensing metadata, including how the creator wishes to be attributed for re-use. You can use the HTML here to cite the work.
    //      Doing so will also include metadata on your page so that others can find the original work as well.
    //    * For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.
    //    * Any of the above conditions can be waived if you get permission from the copyright holder.
    //    * Nothing in this license impairs or restricts the author's moral rights.
    //http://creativecommons.org/licenses/by/3.0/
 
    float burst_radius = 1.0;
    float angle_begin  = PI_BY_TWO;
    float angle_end    = PI_BY_TWO;
    key   target       = "";
 
    vector  start_color = <0.5,0.0,1.0>;
    vector  end_color   = <0.0,0.0,0.0>;
    float   start_alpha = 1.0;
    float   end_alpha   = 0.1;
    vector  start_scale = <0.5,0.5,0.5>;
    vector  end_scale   = <1.0,1.0,1.0>;
    key     texture     = "dcab6cc4-172f-e30d-b1d0-f558446f20d4";
    float   start_glow  = 0.0;
    float   end_glow    = 0.0;
 
    float   source_max_age       = 0.0;
    float   particle_max_age     = 2.0;
    float   burst_rate           = 0.02;
    integer burst_particle_count = 2;
 
    vector  acceleration = <0.0,1.0,1.0>;
    vector  omega        = <2.0,0.0,0.0>;
    float   speed_min    = 1.0;
    float   speed_max    = 1.0;
 
    Particles()
    {
        osParticleSystem([
 
            //System Behaviour
            PSYS_PART_FLAGS,
                             //PSYS_PART_BOUNCE_MASK
                             PSYS_PART_EMISSIVE_MASK
                             //| PSYS_PART_FOLLOW_SRC_MASK
                             | PSYS_PART_FOLLOW_VELOCITY_MASK
                             | PSYS_PART_INTERP_COLOR_MASK
                             | PSYS_PART_INTERP_SCALE_MASK
                             //| PSYS_PART_RIBBON_MASK
                             //| PSYS_PART_TARGET_LINEAR_MASK
                             //| PSYS_PART_TARGET_POS_MASK
                             //| PSYS_PART_WIND_MASK
                             ,
 
            //System Presentation
            PSYS_SRC_PATTERN,
                            //PSYS_SRC_PATTERN_ANGLE
                            //PSYS_SRC_PATTERN_ANGLE_CONE
                            //PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
                            PSYS_SRC_PATTERN_DROP
                            //PSYS_SRC_PATTERN_EXPLODE
                            ,
 
            PSYS_SRC_BURST_RADIUS, burst_radius,
            //PSYS_SRC_INNERANGLE, angle_begin,     //Either or
            //PSYS_SRC_OUTERANGLE, angle_end,
            PSYS_SRC_ANGLE_BEGIN,  angle_begin,     //Either or
            PSYS_SRC_ANGLE_END,    angle_end,
            PSYS_SRC_TARGET_KEY,   target,
 
            //Particle appearance
            PSYS_PART_START_COLOR, start_color,
            PSYS_PART_END_COLOR,   end_color,
            PSYS_PART_START_ALPHA, start_alpha,
            PSYS_PART_END_ALPHA,   end_alpha,
            PSYS_PART_START_SCALE, start_scale,
            PSYS_PART_END_SCALE,   end_scale,
            PSYS_SRC_TEXTURE,      texture,
            PSYS_PART_START_GLOW,  start_glow,
            PSYS_PART_END_GLOW,    end_glow,
 
            //Particle Blending
            PSYS_PART_BLEND_FUNC_SOURCE,
                                       //PSYS_PART_BF_ONE
                                       //PSYS_PART_BF_ZERO
                                       //PSYS_PART_BF_DEST_COLOR
                                       //PSYS_PART_BF_SOURCE_COLOR
                                       //PSYS_PART_BF_ONE_MINUS_DEST_COLOR
                                       //PSYS_PART_BF_ONE_MINUS_SOURCE_COLOR
                                       PSYS_PART_BF_SOURCE_ALPHA
                                       //PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA
                                       ,
            PSYS_PART_BLEND_FUNC_DEST,
                                       //PSYS_PART_BF_ONE
                                       //PSYS_PART_BF_ZERO
                                       //PSYS_PART_BF_DEST_COLOR
                                       //PSYS_PART_BF_SOURCE_COLOR
                                       //PSYS_PART_BF_ONE_MINUS_DEST_COLOR
                                       //PSYS_PART_BF_ONE_MINUS_SOURCE_COLOR
                                       //PSYS_PART_BF_SOURCE_ALPHA
                                       PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA
                                       ,
 
            //Particle Flow
            PSYS_SRC_MAX_AGE,          source_max_age,
            PSYS_PART_MAX_AGE,         particle_max_age,
            PSYS_SRC_BURST_RATE,       burst_rate,
            PSYS_SRC_BURST_PART_COUNT, burst_particle_count,
 
            //Particle Motion
            PSYS_SRC_ACCEL,           acceleration,
            PSYS_SRC_OMEGA,           omega,
            PSYS_SRC_BURST_SPEED_MIN, speed_min,
            PSYS_SRC_BURST_SPEED_MAX, speed_max
 
            ]);
    }
 
    default
    {
        state_entry()
        {
            Particles();
        }
    }


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