Neurocam Particle Engine

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	//Written By Draconis Neurocam
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	//    * 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();
		}
	}