Difference between revisions of "Neurocam Particle Engine"

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m (small formatting fix)
Line 31: Line 31:
key  target      = "";
key  target      = "";


vector  start_color = <0.5,0,1>;
vector  start_color = <0.5,0.0,1.0>;
vector  end_color  = <0,0,0>;
vector  end_color  = <0.0,0.0,0.0>;
float  start_alpha = 1.0;
float  start_alpha = 1.0;
float  end_alpha  = 0.1;
float  end_alpha  = 0.1;
vector  start_scale = <0.5,0.5,0.5>;
vector  start_scale = <0.5,0.5,0.5>;
vector  end_scale  = <1,1,1>;
vector  end_scale  = <1.0,1.0,1.0>;
key    texture    = "dcab6cc4-172f-e30d-b1d0-f558446f20d4";
key    texture    = "dcab6cc4-172f-e30d-b1d0-f558446f20d4";


Line 44: Line 44:
integer burst_particle_count = 2;
integer burst_particle_count = 2;


vector  acceleration = <0,1,1>;
vector  acceleration = <0.0,1.0,1.0>;
vector  omega        = <2,0,0>;
vector  omega        = <2.0,0.0,0.0>;
float  speed_min    = 1.0;
float  speed_min    = 1.0;
float  speed_max    = 1.0;
float  speed_max    = 1.0;

Revision as of 02:19, 17 December 2009

<lsl> //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 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() {

   llParticleSystem([
       //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_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_ANGLE_BEGIN,  angle_begin,
       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,
       
       //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();
   }

} </lsl>