Difference between revisions of "LlMakeExplosion"

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m (<lsl> tag to <source>)
 
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{{LSL_Function
{{LSL_Function
|inject-2={{LSL Function/offset|offset|dead=*}}{{LSL Function/inventory|texture|type=texture|uuid=true}}
|func_id=100|func_sleep=0.1|func_energy=10.0
|func_id=100|func_sleep=0.1|func_energy=10.0
|func=llMakeExplosion
|func=llMakeExplosion
Line 20: Line 21:
|also_tests
|also_tests
|also_articles
|also_articles
|notes
|notes=Beginning in 1.14, the simulator will be using [[llParticleSystem]] to emulate legacy llMakeExplosion particles.
<source lang="lsl2">
llMakeExplosion(integer particle_count,
                float particle_scale,
                float particle_speed,
                float particle_lifetime,
                float source_cone,
                string source_texture_id,
                vector local_offset);
</source>
<source lang="lsl2">
fakeMakeExplosion(integer particle_count, float particle_scale, float particle_speed,
                float particle_lifetime, float source_cone, string source_texture_id,
                vector local_offset)
{
    //local_offset is ignored
    llParticleSystem([
        PSYS_PART_FLAGS,            PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_EMISSIVE_MASK | PSYS_PART_WIND_MASK,
        PSYS_SRC_PATTERN,          PSYS_SRC_PATTERN_ANGLE_CONE,
        PSYS_PART_START_COLOR,      <1.0, 1.0, 1.0>,
        PSYS_PART_END_COLOR,        <1.0, 1.0, 1.0>,
        PSYS_PART_START_ALPHA,      0.50,
        PSYS_PART_END_ALPHA,        0.25,
        PSYS_PART_START_SCALE,      <particle_scale, particle_scale, 0.0>,
        PSYS_PART_END_SCALE,        <particle_scale * 2 + particle_lifetime, particle_scale * 2 + particle_lifetime, 0.0>,
        PSYS_PART_MAX_AGE,          particle_lifetime,
        PSYS_SRC_ACCEL,            <0.0, 0.0, 0.0>,
        PSYS_SRC_TEXTURE,          source_texture_id,
        PSYS_SRC_BURST_RATE,        1.0,
        PSYS_SRC_ANGLE_BEGIN,      0.0,
        PSYS_SRC_ANGLE_END,        source_cone * PI,
        PSYS_SRC_BURST_PART_COUNT,  particle_count / 2,
        PSYS_SRC_BURST_RADIUS,      0.0,
        PSYS_SRC_BURST_SPEED_MIN,  particle_speed / 3,
        PSYS_SRC_BURST_SPEED_MAX,  particle_speed * 2/3,
        PSYS_SRC_MAX_AGE,          particle_lifetime / 2,
        PSYS_SRC_OMEGA,            <0.0, 0.0, 0.0>
        ]);
}
//    Known discrepancies:
//    1) The original llMakeExplosion has random particle lifetime, which cannot be
//      created in the current particle system via a single call
//    2) The original llMakeExplosion has continual particle growth throughout its
//      lifetime, ending well past the 4m limit of the current system, on long lived
//      particles
//    3) the 'arc' defined in the original particle system seems to orient along the
//      X axis, the angles of the current particle system orient along the Z axis
//    4) several values are not taken 'verbatim' in the original particle system
//      (velocity is not m/sec for instance, and number of particles seems to be
//      wildly off), these are approximated loosely in this simulation via basic
//      divisors, which may not work out the same in some scenarios
//    5) There is no way to duplicate the offset from the old functions within the
//      new particle system
</source>
|cat1=Particles
|cat1=Particles
|cat2
|cat2=Effects
|cat3
|cat3
|cat4
|cat4
|deprecated=llParticleSystem
|deprecated=llParticleSystem
}}
}}
todo: Write an equivalent llParticleSystem example script that duplicates the functionality of this particle command.

Latest revision as of 13:49, 22 January 2015

Emblem-important.png Deprecated
(This function has been deprecated, please use llParticleSystem instead.)

Summary

Function: llMakeExplosion( integer particles, float scale, float vel, float lifetime, float arc, string texture, vector offset );

Make a round explosion of particles

• integer particles
• float scale
• float vel
• float lifetime
• float arc
• string texture a texture in the inventory of the prim this script is in or a UUID of a texture
• vector offset offset relative to the prim's position and expressed in local coordinates and is completely ignored.

Caveats

  • This function causes the script to sleep for 0.1 seconds.
  • This function has been deprecated, please use llParticleSystem instead.
  • offset functionality has been removed, any value provided is completely ignored. For future proofing purposes, you should use a ZERO_VECTOR for it's value.
  • If texture is missing from the prim's inventory and it is not a UUID or it is not a texture then an error is shouted on DEBUG_CHANNEL.
  • If texture is a UUID then there are no new asset permissions consequences for the object.
    • The resulting object develops no new usage restrictions that might have occurred if the asset had been placed in the prims inventory.
All Issues ~ Search JIRA for related Bugs

Examples

Notes

Beginning in 1.14, the simulator will be using llParticleSystem to emulate legacy llMakeExplosion particles.

llMakeExplosion(integer particle_count,
                float particle_scale,
                float particle_speed,
                float particle_lifetime,
                float source_cone,
                string source_texture_id,
                vector local_offset);
fakeMakeExplosion(integer particle_count, float particle_scale, float particle_speed, 
                 float particle_lifetime, float source_cone, string source_texture_id, 
                 vector local_offset) 
{
    //local_offset is ignored
    llParticleSystem([
        PSYS_PART_FLAGS,            PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_EMISSIVE_MASK | PSYS_PART_WIND_MASK,
        PSYS_SRC_PATTERN,           PSYS_SRC_PATTERN_ANGLE_CONE,
        PSYS_PART_START_COLOR,      <1.0, 1.0, 1.0>,
        PSYS_PART_END_COLOR,        <1.0, 1.0, 1.0>,
        PSYS_PART_START_ALPHA,      0.50,
        PSYS_PART_END_ALPHA,        0.25,
        PSYS_PART_START_SCALE,      <particle_scale, particle_scale, 0.0>,
        PSYS_PART_END_SCALE,        <particle_scale * 2 + particle_lifetime, particle_scale * 2 + particle_lifetime, 0.0>,
        PSYS_PART_MAX_AGE,          particle_lifetime,
        PSYS_SRC_ACCEL,             <0.0, 0.0, 0.0>,
        PSYS_SRC_TEXTURE,           source_texture_id,
        PSYS_SRC_BURST_RATE,        1.0,
        PSYS_SRC_ANGLE_BEGIN,       0.0,
        PSYS_SRC_ANGLE_END,         source_cone * PI,
        PSYS_SRC_BURST_PART_COUNT,  particle_count / 2,
        PSYS_SRC_BURST_RADIUS,      0.0,
        PSYS_SRC_BURST_SPEED_MIN,   particle_speed / 3,
        PSYS_SRC_BURST_SPEED_MAX,   particle_speed * 2/3,
        PSYS_SRC_MAX_AGE,           particle_lifetime / 2,
        PSYS_SRC_OMEGA,             <0.0, 0.0, 0.0>
        ]);
}
//    Known discrepancies:
//    1) The original llMakeExplosion has random particle lifetime, which cannot be
//       created in the current particle system via a single call
//    2) The original llMakeExplosion has continual particle growth throughout its
//       lifetime, ending well past the 4m limit of the current system, on long lived
//       particles
//    3) the 'arc' defined in the original particle system seems to orient along the
//       X axis, the angles of the current particle system orient along the Z axis
//    4) several values are not taken 'verbatim' in the original particle system
//       (velocity is not m/sec for instance, and number of particles seems to be
//       wildly off), these are approximated loosely in this simulation via basic
//       divisors, which may not work out the same in some scenarios
//    5) There is no way to duplicate the offset from the old functions within the
//       new particle system

Deep Notes

Search JIRA for related Issues

Signature

function void llMakeExplosion( integer particles, float scale, float vel, float lifetime, float arc, string texture, vector offset );