Difference between revisions of "LlSitTarget/GetSitTarget"
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m (Replaced <source> with <syntaxhighlight>; fixed a few typos here and there...) |
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# Move the second box.<br>''Your avatar will move with the box, the other avatar will stay floating in air.'' | # Move the second box.<br>''Your avatar will move with the box, the other avatar will stay floating in air.'' | ||
# Click the first box again.<br>''RA should move so they are sitting in your avatar, as if they were sitting on the second box.'' | # Click the first box again.<br>''RA should move so they are sitting in your avatar, as if they were sitting on the second box.'' | ||
# See how this could be handy for quickly figuring out | # See how this could be handy for quickly figuring out sit target offsets? | ||
< | <syntaxhighlight lang="lsl2"> | ||
list GetSitTarget(integer prim, key av) | list GetSitTarget(integer prim, key av) | ||
{//WARNING: This function is very good but not perfect. Do not repeatedly pass GetSitTarget to llSitTarget or UpdateSitTarget. | {//WARNING: This function is very good but not perfect. Do not repeatedly pass GetSitTarget to llSitTarget or UpdateSitTarget. | ||
//Do not use this on moving avatars or objects, the results will very likely be wrong. | //Do not use this on moving avatars or objects, the results will very likely be wrong. | ||
vector tp = llGetAgentSize(av); | vector tp = llGetAgentSize(av); | ||
if(tp) | if (tp) | ||
{//llGetObjectDetails is used so the av is not required to be seated on the object with the sit target. | {//llGetObjectDetails is used so the av is not required to be seated on the object with the sit target. | ||
list details = llGetLinkPrimitiveParams(prim, [PRIM_POSITION, PRIM_ROTATION]) + llGetObjectDetails(av, [OBJECT_POS, OBJECT_ROT]); | list details = llGetLinkPrimitiveParams(prim, [PRIM_POSITION, PRIM_ROTATION]) + llGetObjectDetails(av, [OBJECT_POS, OBJECT_ROT]); | ||
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llLinkSitTarget(link, pos, rot);//Set the sit target | llLinkSitTarget(link, pos, rot);//Set the sit target | ||
key user = llAvatarOnLinkSitTarget(link); | key user = llAvatarOnLinkSitTarget(link); | ||
if(user)//true if there is a user seated on the | if (user)//true if there is a user seated on the sit target; if so, update their position | ||
{ | { | ||
vector size = llGetAgentSize(user); | vector size = llGetAgentSize(user); | ||
if(size)//This tests to make sure the user really exists. | if (size)//This tests to make sure the user really exists. | ||
{ | { | ||
integer linkNum = llGetNumberOfPrims(); | integer linkNum = llGetNumberOfPrims(); | ||
do | do | ||
{ | { | ||
if | if user == llGetLinkKey( linkNum ))//just checking to make sure the index is valid. | ||
{ | { | ||
//We need to make the position and rotation local to the current prim | |||
list local; | list local; | ||
if(llGetLinkKey(link) != llGetLinkKey(1))//only need the local rot if it's not the root. | if(llGetLinkKey(link) != llGetLinkKey(1))//only need the local rot if it's not the root. | ||
Line 52: | Line 52: | ||
jump end;//cheaper but a tad slower then return | jump end;//cheaper but a tad slower then return | ||
} | } | ||
}while( --linkNum ); | } while(--linkNum); | ||
} | } | ||
else | else | ||
{//It is rare that the sit target will bork but it does happen, this can help to fix it. | {//It is rare that the sit target will bork, but it does happen, this can help to fix it. | ||
llUnSit(user); | llUnSit(user); | ||
} | } | ||
Line 62: | Line 62: | ||
}//Written by Strife Onizuka, size adjustment provided by Talarus Luan | }//Written by Strife Onizuka, size adjustment provided by Talarus Luan | ||
default { | default | ||
touch_start(integer c) { | { | ||
touch_start(integer c) | |||
{ | |||
integer link = llDetectedLinkNumber(0); | integer link = llDetectedLinkNumber(0); | ||
key user = llDetectedKey(0); | key user = llDetectedKey(0); | ||
list vr = GetSitTarget(link, user); | list vr = GetSitTarget(link, user); | ||
if(vr != []) { | if (vr != []) | ||
{ | |||
UpdateLinkSitTarget(link, llList2Vector(vr, 0), llList2Rot(vr, 1)); | UpdateLinkSitTarget(link, llList2Vector(vr, 0), llList2Rot(vr, 1)); | ||
llRegionSayTo(user, PUBLIC_CHANNEL, llList2CSV(vr)); | llRegionSayTo(user, PUBLIC_CHANNEL, llList2CSV(vr)); | ||
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} | } | ||
} | } | ||
</ | </syntaxhighlight> | ||
UpdateLinkSitTarget taken from [[User:Strife_Onizuka/UpdateLinkSitTarget]] | <code>UpdateLinkSitTarget</code> taken from [[User:Strife_Onizuka/UpdateLinkSitTarget]] |
Latest revision as of 15:10, 23 April 2022
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
- Create a box.
- Drop this script into box.
- Sit a Random Avatar (RA) on the box.
- Create a second box.
- Sit your avatar on the second box.
- Click the first box.
RA on first box should move so they are sitting in your avatar, as if they were sitting on the second box. - Move the second box.
Your avatar will move with the box, the other avatar will stay floating in air. - Click the first box again.
RA should move so they are sitting in your avatar, as if they were sitting on the second box. - See how this could be handy for quickly figuring out sit target offsets?
list GetSitTarget(integer prim, key av)
{//WARNING: This function is very good but not perfect. Do not repeatedly pass GetSitTarget to llSitTarget or UpdateSitTarget.
//Do not use this on moving avatars or objects, the results will very likely be wrong.
vector tp = llGetAgentSize(av);
if (tp)
{//llGetObjectDetails is used so the av is not required to be seated on the object with the sit target.
list details = llGetLinkPrimitiveParams(prim, [PRIM_POSITION, PRIM_ROTATION]) + llGetObjectDetails(av, [OBJECT_POS, OBJECT_ROT]);
rotation f = llList2Rot(details, 1);
rotation r = llList2Rot(details, 3) / f;
float fAdjust = ((((0.008906 * tp.z) + -0.049831) * tp.z) + 0.088967) * tp.z;
return [((llList2Vector(details, 2) - llList2Vector(details, 0)) / f) + (llRot2Up(r) * fAdjust) - <0.0, 0.0, 0.4>, r];
}
return [];
}//Written by Strife Onizuka, size adjustment provided by Talarus Luan
//Sets / Updates the sit target moving the avatar on it if necessary.
UpdateLinkSitTarget(integer link, vector pos, rotation rot)
{//Using this while the object is moving may give unpredictable results.
llLinkSitTarget(link, pos, rot);//Set the sit target
key user = llAvatarOnLinkSitTarget(link);
if (user)//true if there is a user seated on the sit target; if so, update their position
{
vector size = llGetAgentSize(user);
if (size)//This tests to make sure the user really exists.
{
integer linkNum = llGetNumberOfPrims();
do
{
if user == llGetLinkKey( linkNum ))//just checking to make sure the index is valid.
{
//We need to make the position and rotation local to the current prim
list local;
if(llGetLinkKey(link) != llGetLinkKey(1))//only need the local rot if it's not the root.
local = llGetLinkPrimitiveParams(link, [PRIM_POS_LOCAL, PRIM_ROT_LOCAL]);
float fAdjust = ((((0.008906 * size.z) + -0.049831) * size.z) + 0.088967) * size.z;
llSetLinkPrimitiveParamsFast(linkNum, [
PRIM_POS_LOCAL, ((pos + <0.0,0.0,0.4> - (llRot2Up(rot) * fAdjust)) * llList2Rot(local, 1)) + llList2Vector(local, 0),
PRIM_ROT_LOCAL, rot * llList2Rot(local, 1)
]);
jump end;//cheaper but a tad slower then return
}
} while(--linkNum);
}
else
{//It is rare that the sit target will bork, but it does happen, this can help to fix it.
llUnSit(user);
}
}
@end;
}//Written by Strife Onizuka, size adjustment provided by Talarus Luan
default
{
touch_start(integer c)
{
integer link = llDetectedLinkNumber(0);
key user = llDetectedKey(0);
list vr = GetSitTarget(link, user);
if (vr != [])
{
UpdateLinkSitTarget(link, llList2Vector(vr, 0), llList2Rot(vr, 1));
llRegionSayTo(user, PUBLIC_CHANNEL, llList2CSV(vr));
}
}
}
UpdateLinkSitTarget
taken from User:Strife_Onizuka/UpdateLinkSitTarget