Difference between revisions of "LlMakeFountain"

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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=101|func_sleep=0.1|func_energy=10.0
|func_id=101|func_sleep=0.1|func_energy=10.0
|func=llMakeFountain|p1_type=integer|p1_name=particles|p2_type=float|p2_name=scale|p3_type=float|p3_name=vel|p4_type=float|p4_name=lifetime|p5_type=float|p5_name=arc|p6_type=integer|p6_name=bounce|p7_type=string|p7_name=texture|p8_type=vector|p8_name=offset|p9_type=float|p9_name=bounce_offset
|func=llMakeFountain|p1_type=integer|p1_name=particles|p2_type=float|p2_name=scale|p3_type=float|p3_name=vel|p4_type=float|p4_name=lifetime|p5_type=float|p5_name=arc|p6_type=integer|p6_name=bounce|p7_type=string|p7_name=texture|p8_type=vector|p8_name=offset|p9_type=float|p9_name=bounce_offset
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|notes=
|notes=
Beginning in 1.14, the simulator will be using [[llParticleSystem]] to emulate legacy llMakeFountain particles.
Beginning in 1.14, the simulator will be using [[llParticleSystem]] to emulate legacy llMakeFountain particles.
<lsl>
<source lang="lsl2">
llMakeFountain(integer particle_count,
llMakeFountain(integer particle_count,
               float particle_scale,
               float particle_scale,
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               vector local_offset,
               vector local_offset,
               vector bounce_offset);
               vector bounce_offset);
</lsl>
</source>
<lsl>
<source lang="lsl2">
fakeMakeFountain(integer particle_count, float particle_scale, float particle_speed,
fakeMakeFountain(integer particle_count, float particle_scale, float particle_speed,
                 float particle_lifetime, float source_cone, integer bounce,
                 float particle_lifetime, float source_cone, integer bounce,
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//      bounce_offset is ignored
//      bounce_offset is ignored
     llParticleSystem([
     llParticleSystem([
         PSYS_PART_FLAGS,            PSYS_PART_INTERP_COLOR_MASK|PSYS_PART_INTERP_SCALE_MASK|PSYS_PART_WIND_MASK|PSYS_PART_BOUNCE_MASK|PSYS_PART_EMISSIVE_MASK,
         PSYS_PART_FLAGS,            PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_WIND_MASK | PSYS_PART_BOUNCE_MASK | PSYS_PART_EMISSIVE_MASK,
         PSYS_SRC_PATTERN,          PSYS_SRC_PATTERN_ANGLE_CONE,
         PSYS_SRC_PATTERN,          PSYS_SRC_PATTERN_ANGLE_CONE,
         PSYS_PART_START_COLOR,      <1.0, 1.0, 1.0>,
         PSYS_PART_START_COLOR,      <1.0, 1.0, 1.0>,
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//    4) There is no way to duplicate the offset from the old functions within the
//    4) There is no way to duplicate the offset from the old functions within the
//      new particle system
//      new particle system
</lsl>
</source>
|cat1=Particles
|cat1=Particles
|cat2=Effects
|cat2=Effects

Latest revision as of 12:51, 22 January 2015

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

Summary

Function: llMakeFountain( integer particles, float scale, float vel, float lifetime, float arc, integer bounce, string texture, vector offset, float bounce_offset );
0.1 Forced Delay
10.0 Energy

Make a fountain of particles

• integer particles
• float scale
• float vel
• float lifetime
• float arc
• integer bounce
• 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.
• float bounce_offset

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.

Examples

Notes

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

llMakeFountain(integer particle_count,
              float particle_scale,
              float particle_speed,
              float particle_lifetime,
              float source_cone,
              integer source_bounce,
              string source_texture_id,
              vector local_offset,
              vector bounce_offset);
fakeMakeFountain(integer particle_count, float particle_scale, float particle_speed,
                float particle_lifetime, float source_cone, integer bounce,
                string source_texture_id, vector local_offset, vector bounce_offset)
{
//      local_offset is ignored
//      bounce is ignored
//      bounce_offset is ignored
    llParticleSystem([
        PSYS_PART_FLAGS,            PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_WIND_MASK | PSYS_PART_BOUNCE_MASK | PSYS_PART_EMISSIVE_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/1.5, particle_scale/1.5, 0.0>,
        PSYS_PART_END_SCALE,        <0.0, 0.0, 0.0>,
        PSYS_PART_MAX_AGE,          3.0,
        PSYS_SRC_ACCEL,             <1.0, 0.0, -4>,
        PSYS_SRC_TEXTURE,           source_texture_id,
        PSYS_SRC_BURST_RATE,        5/particle_count,
        PSYS_SRC_ANGLE_BEGIN,       0.0,
        PSYS_SRC_ANGLE_END,         source_cone*PI,
        PSYS_SRC_BURST_PART_COUNT,  1,
        PSYS_SRC_BURST_RADIUS,      0.0,
        PSYS_SRC_BURST_SPEED_MIN,   particle_speed,
        PSYS_SRC_BURST_SPEED_MAX,   particle_speed,
        PSYS_SRC_MAX_AGE,           particle_lifetime/2,
        PSYS_SRC_OMEGA,             <0.0, 0.0, 0.0>
    ]);
}
//    Known discrepancies:
//    1) The bounce level is not adjustable with the new particle system,
//       it will be fixed to 0
//    2) The original llMakeFountain has random particle lifetime, which cannot be
//       created in the current particle system via a single call
//    3) 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
//    4) There is no way to duplicate the offset from the old functions within the
//       new particle system

Deep Notes

Signature

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