Smooth Rotating Door

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Revision as of 13:11, 23 March 2014 by Toy Wylie (talk | contribs) (→‎Introduction: added sound that plays while closing)
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Smooth Rotating Door Script

Introduction

Most doors in SL use the same method for opening. They set the door's rotation in one or more steps, resulting in a somewhat choppy motion. This script uses a mixture of llTargetOmega() and llSetLocalRot() to achieve a very smooth, pleasant looking animation for the door. In laggy environments it might be that the script displays a somewhat flaky behavior, but for most cases it will work nicely.

For those unfamiliar with the typical swinging door, you use a box and do a path cut 0.375 / 0.875 to remove one-half of the prim. This will make appear as if it is swinging on its edge and not around it's middle.

<lsl>// Smooth Door Script - Version 1.2.1 // by Toy Wylie // Distributed under the following licence: // - You can use it in your own works // - You can sell it with your work // - This script must remain full permissions // - This header notice must remain intact // - You may modify this script as needed

float openingTime=3.0; // in seconds float openingAngle=90.0; // in degrees float autocloseTime=15.0; // in seconds integer steps=4; // number of internal rotation steps integer world=TRUE; // align to world or root prim rotation

string soundOpen="door_open"; string soundClose="door_close"; string soundClosing="door_closing";

float omega=0.0;

vector axis; rotation closedRot; rotation openRot;

integer swinging; integer open;

sound(string name) {

   if(llGetInventoryType(name)==INVENTORY_SOUND)
       llTriggerSound(name,1.0);

}

openDoor(integer yes) {

   if(yes)
       sound(soundOpen);
   else
       sound(soundClosing);
   vector useAxis=axis;
   open=yes;
   if(!yes)
       useAxis=-axis;
   llSetTimerEvent(openingTime/(float) steps);
   llTargetOmega(useAxis,omega,1.0);

}

go() {

   if(swinging==0)
   {
       if(!open)
       {
           axis=<0.0,0.0,1.0>/llGetRootRotation();
           closedRot=llGetLocalRot();
           if(world)
               openRot=llGetRot()*llEuler2Rot(<0.0,0.0,openingAngle>*DEG_TO_RAD)/llGetRootRotation();
           else
               openRot=closedRot*llEuler2Rot(<0.0,0.0,openingAngle>*DEG_TO_RAD);
       }
       swinging=steps;
       openDoor(!open);
   }

}

rotation slerp(rotation source,rotation target,float amount) {

  return llAxisAngle2Rot(llRot2Axis(target/=source),amount*llRot2Angle(target))*source;

}

default {

   state_entry()
   {
       swinging=0;
       open=FALSE;
       omega=TWO_PI/360*openingAngle/openingTime;
       llTargetOmega(ZERO_VECTOR,1.0,1.0);
   }
   touch_start(integer dummy)
   {
       go();
   }
   collision_start(integer dummy)
   {
       go();
   }
   timer()
   {
       if(swinging>0)
       {
           swinging--;
           if(swinging!=0)
           {
               float amount=(float) swinging/(float) steps;
               if(open)
                   amount=1.0-amount;
               llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_ROT_LOCAL,slerp(closedRot,openRot,amount)]);
               return;
           }
           llTargetOmega(axis,0.0,0.0);
           if(open)
           {
               llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_ROT_LOCAL,openRot]);
               llSetTimerEvent(autocloseTime);
           }
           else
           {
               llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_ROT_LOCAL,closedRot]);
               sound(soundClose);
               llSetTimerEvent(0.0);
           }
       }
       else // autoclose time reached
       {
           llSetTimerEvent(0.0);
           openDoor(!open);
           swinging=steps;
       }
   }

}</lsl>

Changelog

Version 1.2:

  • Now always aligns to the global coordinate system or root prim rotation, so you don't need two scripts anymore
  • Added graceful sound handling

Version 1.1:

  • Added rotation steps so people can start walking through the halfways-open door already
  • Added opening on collision