Smooth Sliding Door

From Second Life Wiki
Revision as of 09:22, 25 January 2015 by ObviousAltIsObvious Resident (talk | contribs) (<lsl> tag to <source>)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

Smooth Sliding Door Script

Introduction

It really annoys me that there are so many bad looking doors out there that jerk around. While you can use llSetPos for a sliding door you have no control at what speed it moves. This sliding door script i created because i wanted to time my sliding door movements with the door sounds i had. It uses llMoveToTarget to move the door, with the door temporally turning phantom as it moves.

In laggy sims it will behave a little bit funky .. the door sometimes seeming to zoom off to the side before popping into the correct final position as the door becomes a physical object. However, even with that defect it still looks much better IMHO

For a script with fewer problems, see "Alternative Script" at the end of this page.

The Script

// ********************************************************************
//
// Basic Physical Sliding Door Script
// by SimonT Quinnell 
// 11/07/2009
//
// NOTE: If you are going to reposition the door, do it while the door is closed.
//  Otherwise it will try and use the old close position as a reference point.
//
// Licensed under the "OpenCollar License"
// Ie. Licensed under the GPLv2, with the additional requirement that these scripts remain "full perms" in Second Life.
//
// Edit: Simplified the script to be just a basic move script .. removed the sound triggers (5/1/2010)
//
// ********************************************************************


// ********************************************************************
// CONSTANTS
// ********************************************************************

// Movement Constants
vector      OFFSET = <-2.0, 0.0, 0.0>;      // Directional offset for moving the door in x,y,z coordinates
float       OPENTIME = 3.5;                 // Time taken to open door
float       CLOSETIME = 3.5;                // Time taken to close door


// ********************************************************************
// Variables
// ********************************************************************

vector      vPosition;
rotation    rRot;
float       omega=0.0;
vector      vTargetPos;
integer     bOpen = FALSE;
integer     bMoving = FALSE;


// ********************************************************************
// Functions
// ********************************************************************


MoveDoor()
{    
    if(!bOpen)
    {   // Initial conditions
        bOpen = TRUE;                
        rRot = llGetRot();
        vPosition = llGetPos();
        
        // Target Position
        omega=OPENTIME/llVecDist(<0,0,0>,OFFSET);
        vTargetPos = vPosition+OFFSET*rRot;
        
        // Set the timer to cleanup position
        llSetTimerEvent(OPENTIME);        
    }else
    {        
        bOpen = FALSE;

        // Target Position
        omega=CLOSETIME/llVecDist(<0,0,0>,OFFSET);
        vTargetPos = vPosition;
        
        // Set the timer to cleanup position
        llSetTimerEvent(CLOSETIME);
    }
    
    // Set Door Physical and move it
    bMoving = TRUE;
    llSetStatus(STATUS_PHANTOM, TRUE);
    llSetStatus(STATUS_PHYSICS, TRUE);
    llMoveToTarget(vTargetPos,omega);
}


default
{            
    state_entry()
    {   // Initial conditions
        rRot = llGetRot();
        vPosition = llGetPos();
    }    
        
    touch_start(integer num_detected)
    {
        MoveDoor();
    } 
        
    timer()
    {
        // Clean up Position
        bMoving = FALSE;
        llSetTimerEvent(0.0);
        llSetStatus(STATUS_PHYSICS, FALSE);
        llSetStatus(STATUS_PHANTOM, FALSE);         
        llSetPrimitiveParams([ PRIM_POSITION, vTargetPos, PRIM_ROTATION, rRot ]);        
    }
}

The Script with Auto-Close

Flax Quirina: A minor off-spin of the script above would be to add an auto-close feature so that the door slides back after a certain user-defined period of time.

// ********************************************************************
//
// Basic Physical Sliding Door Script
// by SimonT Quinnell (11/07/2009) edited by Flax Quirina
// for auto-close (17/06/2011).
//
// NOTE: If you are going to reposition the door, do it while the door is closed.
//  Otherwise it will try and use the old close position as a reference point.
//
// Licensed under the "OpenCollar License"
// Ie. Licensed under the GPLv2, with the additional requirement that these scripts remain "full perms" in Second Life.
//
// Edit: Simplified the script to be just a basic move script .. removed the sound triggers (5/1/2010)
//
// ********************************************************************
 
 
// ********************************************************************
// CONSTANTS
// ********************************************************************
 
// Movement Constants
vector      OFFSET = <-2.0, 0.0, 0.0>;      // Directional offset for moving the door in x,y,z coordinates
float       OPENTIME = 3.5;                 // Time taken to open door
float       CLOSETIME = 3.5;                // Time taken to close door
float       AUTO_CLOSE_TIME = 5;              // Time to auto-close the door
 
// ********************************************************************
// Variables
// ********************************************************************
 
vector      vPosition;
rotation    rRot;
float       omega=0.0;
vector      vTargetPos;
integer     bOpen = FALSE;
integer     bMoving = FALSE;
integer     destTarget;
 
// ********************************************************************
// Functions
// ********************************************************************
 
 
MoveDoor()
{
    if(!bOpen)
    {   // Initial conditions
        bOpen = TRUE;                
        rRot = llGetRot();
        vPosition = llGetPos();
 
        // Target Position
        omega=OPENTIME/llVecDist(<0,0,0>,OFFSET);
        vTargetPos = vPosition+OFFSET*rRot;
 
        // Set the timer to cleanup position
        //llSetTimerEvent(OPENTIME);        
    }else
    {        
        bOpen = FALSE;
 
        // Target Position
        omega=CLOSETIME/llVecDist(<0,0,0>,OFFSET);
        vTargetPos = vPosition;
 
        // Set the timer to cleanup position
        //llSetTimerEvent(CLOSETIME);
    }
 
    // Set Door Physical and move it
    bMoving = TRUE;
    llSetStatus(STATUS_PHANTOM, TRUE);
    llSetStatus(STATUS_PHYSICS, TRUE);
    destTarget = llTarget(vTargetPos, llVecDist(<0,0,0>,OFFSET));
    llMoveToTarget(vTargetPos,omega);
    
}
 
 
default
{            
    state_entry()
    {   // Initial conditions
        rRot = llGetRot();
        vPosition = llGetPos();
    }    
    at_target(integer tnum, vector targetpos, vector ourpos) {
        if(llVecDist(targetpos, ourpos) < 0.1) {
            // Clean up Position
            bMoving = FALSE;
            llSetStatus(STATUS_PHYSICS, FALSE);
            llSetStatus(STATUS_PHANTOM, FALSE);         
            llSetPrimitiveParams([ PRIM_POSITION, vTargetPos, PRIM_ROTATION, rRot ]);
            llTargetRemove(destTarget);
            if(bOpen) {
                llSetTimerEvent(AUTO_CLOSE_TIME);
            }
        }
    }
    touch_start(integer num_detected)
    {
        MoveDoor();
    } 
 
    timer()
    {
        llSetTimerEvent(0.0);
        MoveDoor();
    }
}

Alternative Script

// A go-Physical+Phantom Sliding Door by Omei Qunhua
// with Auto-computation of movement axis and distance
// To avoid problems, the script ignores touches while the door is moving

vector     gHome;                       // Position of the door in its initial closed position
rotation   gRot;                        // The initial rotation of the door prim
vector     gOffset;                     // This will be populated with the move distance stored in the appropriate axis position
integer    AUTO_CLOSE_TIME = 8;         // Can be zero if no auto-close is desired

StartMove(vector Target)
{
    // Set the door PHANTOM and PHYSICAL and start moving it
    llMoveToTarget(Target, 3);             // Do this first, to avoid the door dropping
    llSetStatus(STATUS_PHANTOM, TRUE);
    llSetStatus(STATUS_PHYSICS, TRUE);
    llSetTimerEvent(5);                    // Start a timer. We will end the move after this time.
}
EndMove(vector Target)
{
    // Return the door to non-phantom, non-physical and do a final confirmatory move
    llSetTimerEvent(0);
    llSetStatus(STATUS_PHYSICS, FALSE);
    llSetStatus(STATUS_PHANTOM, FALSE);
    llSetPrimitiveParams([ PRIM_POSITION, Target, PRIM_ROTATION, gRot ]);
}

default
{
    state_entry()
    {
        gRot = llGetRot();
        gHome = llGetPos();
        vector Scale = llGetScale();
        // Find the middle sized dimension of the door prim
        // This determines the axis to move on, and the distance to move
        list lx = llListSort( [Scale.x, <1,0,0>, Scale.y, <0,1,0>, Scale.z, <0,0,1> ], 2, TRUE ); 
        gOffset = llList2Vector(lx, 3) * llList2Float(lx, 2);  // Apply the distance to move to the appropriate dimension
    }
    touch_end(integer total_number)
    {
        state opening;
    }
}

state opening      // In this state, the door is in process of opening
{
    state_entry()
    {
        StartMove(gHome + gOffset * gRot);
    }
    timer()
    {
        EndMove(gHome + gOffset * gRot);
        state open;
    }
}

state open         // The door is fully open
{
    state_entry()
    {
        llSetTimerEvent(AUTO_CLOSE_TIME);    // Close the door after this time (or not, if value is zero)
    }
    // We will close the door either if it's touched while fully open, or after a time
    touch_end(integer num)
    {
        state closing;
    }
    timer()
    {
        state closing;
    }
}

state closing         // State for when the door is in the process of closing
{
    state_entry()
    {
        StartMove(gHome);
    }
    timer()
    {
        EndMove(gHome);
        state default;
    }
}

See also