Difference between revisions of "Neurocam Particle Engine"

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<code>  
<pre>  
//Written By Draconis Neurocam
//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/


//You are free:
float burst_radius = 1.0;
float angle_begin  = PI_BY_TWO;
float angle_end    = PI_BY_TWO;
key  target      = "";


//    * to Share — to copy, distribute and transmit the work
vector  start_color = <0.5,0.0,1.0>;
//   * to Remix — to adapt the work
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;


//Under the following conditions:
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([


//     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).
//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,


//     Attribute this work:
//Particle Blending
//     What does "Attribute this work" mean?
PSYS_PART_BLEND_FUNC_SOURCE,
//     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.
  //PSYS_PART_BF_ONE
//     Doing so will also include metadata on your page so that others can find the original work as well.
  //PSYS_PART_BF_ZERO
     
  //PSYS_PART_BF_DEST_COLOR
//   * 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.
  //PSYS_PART_BF_SOURCE_COLOR
//   * Any of the above conditions can be waived if you get permission from the copyright holder.
  //PSYS_PART_BF_ONE_MINUS_DEST_COLOR
//   * Nothing in this license impairs or restricts the author's moral rights.
  //PSYS_PART_BF_ONE_MINUS_SOURCE_COLOR
//http://creativecommons.org/licenses/by/3.0/
  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  
 
{
float burst_radius = 1.0;
state_entry()
float angle_begin  = PI_BY_TWO;
{
float angle_end    = PI_BY_TWO;
Particles();
key  target      = "";
}
 
}
vector  start_color = <0.5,0.0,1.0>;
</pre>
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()
{
    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_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();
    }
}
</code>

Revision as of 14:46, 25 April 2015

 
	//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()
	{
		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_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();
		}
	}