Difference between revisions of "LlSetTextureAnim"

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m (Replaced <source> with <syntaxhighlight>; added link to Blinn-Phong materials (as a reference))
 
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[[Category:glTF]]
{{LSL_Function
{{LSL_Function
|inject-2={{Issues/SVC-4897}}{{Issues/SVC-3925}}{{Issues/SVC-1242}}{{Issues/VWR-4018}}
|inject-3=
{{LSL_Function/face|face}}
{{LSL_Function/negative index|true|start}}
|func_id=211
|func_id=211
|func_sleep=0.0
|func_sleep=0.0
Line 5: Line 11:
|sort=SetTextureAnim
|sort=SetTextureAnim
|func=llSetTextureAnim
|func=llSetTextureAnim
|p1_type=integer|p1_name=mode
|p1_type=integer|p1_subtype=bit_field|p1_name=mode|p1_desc=Mask of Mode flags
|p2_type=integer|p2_name=face
|p2_type=integer|p2_name=face|p2_desc=
|p3_type=integer|p3_name=sizex
|p3_type=integer|p3_name=sizex|p3_desc=Horizontal frames (ignored for [[ROTATE]] and [[SCALE]])
|p4_type=integer|p4_name=sizey
|p4_type=integer|p4_name=sizey|p4_desc=Vertical frames (ignored for [[ROTATE]] and [[SCALE]])
|p5_type=float|p5_name=start
|p5_type=float|p5_name=start|p5_desc=Start position/frame number (or radians for [[ROTATE]])
|p6_type=float|p6_name=length
|p6_type=float|p6_name=length|p6_desc=Number of frames to display (or radians for [[ROTATE]])
|p7_type=float|p7_name=rate
|p7_type=float|p7_name=rate|p7_desc=Frames per second, or radians per second when [[ROTATE]] is set, or UV coordinates when [[SMOOTH]] is set (must not be zero)
|func_footnote
|func_footnote=Frames are numbered from left to right, top to bottom, starting at 0.<br/>If {{LSLP|rate}} is negative, it has the same effect as using the [[REVERSE]] flag.{{Footnote|Though if {{LSLP|rate}} is negative and the [[REVERSE]] flag is used, they cancel each other out.|Though if 'rate' is negative and the [[REVERSE]] flag is used, they cancel each other out.}}<br/>If {{LSLP|length}} is 0, it is considered to be {{LSLP|sizex}}*{{LSLP|sizey}} if both are above 0, otherwise 1.
|func_desc=Animate the texture on the specified face/faces
|func_desc=Animate the texture on the specified face/faces by setting the texture scale and offset.
|return_text
|return_text
|spec
|spec=
|caveats
===Frames===
|constants={{LSLC|FixMe}}
Frames are sub-rectangles within the texture. A set of frames with 2 horizontal ({{LSLP|sizex}}) and 3 vertical ({{LSLP|sizey}}) means the overall texture is divided into 3 rows of 2 columns of images, each of which is a frame. llSetTextureAnim will animate across these 6 starting with the top left image and going across and down, optionally repeating. If [[SMOOTH]] is set, the frames slide smoothly from one to the next across each row but will "jump" from one row to the next, if off, each frame is displayed in turn centered on the face.
|examples
|caveats=*You can only have one texture animation on a prim.
**Calling llSetTextureAnim more than once on a prim will reset the existing animation.
**Calling llSetTextureAnim again with exact same values will not reset animation (a small difference in rate will suffice).
*You cannot combine [[ROTATE]] and [[SCALE]] flags.
*{{LSLP|sizex}} and {{LSLP|sizey}} are both limited to a range of 0 to 255.
**Negative sizes behave as if texture repeats were set to 0, and cannot be used to mirror frames.
*Different animation modes override some of the prim's texture parameters, but others can still be used:
**Texture offsets are ignored in frame-based and [[SMOOTH]] scrolling modes.
***Repeats are ignored if {{LSLP|sizex}} and {{LSLP|sizey}} are not 0.
***With either of the sizes set to 0, [[SMOOTH]] scrolling will use the prim's texture repeats. In frame-based animation, there is no meaningful effect.
**The texture rotation is ignored in [[ROTATE]] mode.
**Texture repeats are ignored in [[SCALE]] mode.
*Selecting and un-selecting a prim with animation will reset animation from beginning.
*While a texture animation is active on any face of a prim, [[PRIM_NORMAL]] and [[PRIM_SPECULAR]] are forced to have their repeats, rotations and offsets to match the [[PRIM_TEXTURE]] ones, even on faces that are '''not''' being animated.
|constants={{{!}} class="sortable collapsible" {{Prettytable|style=margin-top:0;}}
{{!}}-{{Hl2}}
! Modes
! title="Value" {{!}}
! class="unsortable" {{!}} Description
{{!}}-
{{!}}[[ANIM_ON]]
{{!}}{{LSL Hex||1|chars=2}}
{{!}}Texture animation is on. This must be set to start the animation, cleared to stop it.
{{!}}-
{{!}}[[LOOP]]
{{!}}{{LSL Hex||2|chars=2}}
{{!}}Loop the texture animation.
{{!}}-
{{!}}[[REVERSE]]
{{!}}{{LSL Hex||4|chars=2}}
{{!}}Play animation in reverse direction.
{{!}}-
{{!}}[[PING_PONG]]
{{!}}{{LSL Hex||8|chars=2}}
{{!}}Play animation going forwards, then backwards.
{{!}}-
{{!}}[[SMOOTH]]
{{!}}{{LSL Hex||16|chars=2}}
{{!}}Slide in the X direction, instead of playing separate frames.<br/>In both [[SCALE]] and [[ROTATE]] modes, causes smooth transitions.
{{!}}-
{{!}}[[ROTATE]]
{{!}}{{LSL Hex||32|chars=2}}
{{!}}Animate texture rotation.<br>Does not work with [[SCALE]]
{{!}}-
{{!}}[[SCALE]]
{{!}}{{LSL Hex||64|chars=2}}
{{!}}Animate the texture scale.<br>Does not work with [[ROTATE]]
{{!}}}
|examples=
This slides a texture smoothly, along the horizontal U-axis, and loops it when it gets to the end.
 
For [[PBR_Materials#Nomenclature_changes|Blinn-Phong]] materials, the texture's rotation for each side affects the apparent motion. So if the texture is rotated 90 degrees by use of the edit box, the texture may not flow in the direction expected.
 
For PBR materials, the Blinn-Phong texture rotation for each side affects the apparent motion, and any Blinn-Phong transform component (for example the offsets argument of [[PRIM_TEXTURE]]) which is not animated will be applied to the PBR material as well. Thus, a GLTF material without a GLTF texture transform will animate identically to a Blinn-Phong material. If a GLTF texture transform (for example [[PRIM_GLTF_BASE_COLOR]]) is applied, it will be in addition to the Blinn-Phong transform and texture animation. This allows for more flexibility; however, a more complex GLTF texture transform will not loop as easily.
 
<syntaxhighlight lang="lsl2">llSetTextureAnim(ANIM_ON | SMOOTH | LOOP , ALL_SIDES, 1, 1, 1.0, 1.0, 1.0);</syntaxhighlight>
 
This slides a texture smoothly, along the horizontal U-axis, in the opposite direction.
<syntaxhighlight lang="lsl2">llSetTextureAnim(ANIM_ON | SMOOTH | LOOP , ALL_SIDES, 1, 1, 1.0, 1.0, -1.0);</syntaxhighlight>
 
This divides a texture into 64 "cells", 8 across, and 8 down, and flips through them, left to right, top to bottom. This is useful for cell animation.
<syntaxhighlight lang="lsl2">llSetTextureAnim( ANIM_ON | LOOP, ALL_SIDES, 8, 8, 0.0, 64.0, 6.4 );</syntaxhighlight>
 
This rotates a texture counter-clockwise at 2 revolutions per second. Change the last value to -2*TWO_PI to rotate clockwise.
<syntaxhighlight lang="lsl2">llSetTextureAnim(ANIM_ON | SMOOTH | ROTATE | LOOP, ALL_SIDES,1,1,0, TWO_PI, 2*TWO_PI);</syntaxhighlight>
 
This scales a texture larger and smaller.
<syntaxhighlight lang="lsl2">llSetTextureAnim(ANIM_ON | SMOOTH | SCALE | PING_PONG | LOOP, ALL_SIDES, 1, 1, 1.0, 3.0, 2.0);</syntaxhighlight>
 
This turns off all texture animations.
<syntaxhighlight lang="lsl2">llSetTextureAnim(FALSE, ALL_SIDES, 0, 0, 0.0, 0.0, 1.0);</syntaxhighlight>
 
This toggles a looping animation to make it stop at a specific frame.
<syntaxhighlight lang="lsl2">
integer textureIsBeingAnimated;
 
default
{
    touch_start(integer num_detected)
    {
        if (textureIsBeingAnimated)
            llSetTextureAnim(ANIM_ON | LOOP, ALL_SIDES, 1, 5, 0.0, 0.0, 1.0);
        else
            llSetTextureAnim(ANIM_ON | SMOOTH, ALL_SIDES, 1, 5, 5.0, 1.0, 1.0);
 
        // toggle back and forth between TRUE (1) and FALSE (0)
        textureIsBeingAnimated = !textureIsBeingAnimated;
    }
}
</syntaxhighlight>
|helpers
|helpers
|also_functions
|also_functions={{LSL DefineRow||[[llSetLinkTextureAnim]]}}
|also_events
|also_events
|also_articles
|also_articles
|notes
|notes=
|permission
Texture animation is a property of the prim (i.e., you can remove the script that started the animation, and the prim will remember the settings anyway.) Note, though, that as of Jan 2009, texture animation is still one of the prim properties that is lost when using the rezzed in world copy method of shift-drag. Originally brought up in {{Jira|VWR-640}}, it got its own issue in {{Jira|SVC-3925}}.
|negative_index
|cat1=Media
|cat1=Media
|cat2
|cat2=Effects
|cat3
|cat3=Texture
|cat4
|cat4=Video
|cat5
|cat6
|history={{LSL Added|0.4.0|remote=http://secondlife.wikia.com/wiki/Version_0.4.0#Scripting}}
}}
}}

Latest revision as of 09:50, 28 September 2024


Summary

Function: llSetTextureAnim( integer mode, integer face, integer sizex, integer sizey, float start, float length, float rate );
0.0 Forced Delay
10.0 Energy

Animate the texture on the specified face/faces by setting the texture scale and offset.

• integer mode Mask of Mode flags
• integer face face number or ALL_SIDES
• integer sizex Horizontal frames (ignored for ROTATE and SCALE)
• integer sizey Vertical frames (ignored for ROTATE and SCALE)
• float start Start position/frame number (or radians for ROTATE)
• float length Number of frames to display (or radians for ROTATE)
• float rate Frames per second, or radians per second when ROTATE is set, or UV coordinates when SMOOTH is set (must not be zero)

If face is ALL_SIDES then the function works on all sides. start supports negative indexes. Frames are numbered from left to right, top to bottom, starting at 0.
If rate is negative, it has the same effect as using the REVERSE flag.[1]
If length is 0, it is considered to be sizex*sizey if both are above 0, otherwise 1.

Specification

Index Positive Negative
First 0 -length
Last length - 1 -1

Indexes

  • Positive indexes count from the beginning, the first item being indexed as 0, the last as (length - 1).
  • Negative indexes count from the far end, the first item being indexed as -length, the last as -1.

Frames

Frames are sub-rectangles within the texture. A set of frames with 2 horizontal (sizex) and 3 vertical (sizey) means the overall texture is divided into 3 rows of 2 columns of images, each of which is a frame. llSetTextureAnim will animate across these 6 starting with the top left image and going across and down, optionally repeating. If SMOOTH is set, the frames slide smoothly from one to the next across each row but will "jump" from one row to the next, if off, each frame is displayed in turn centered on the face.

Modes Description
ANIM_ON 0x01 Texture animation is on. This must be set to start the animation, cleared to stop it.
LOOP 0x02 Loop the texture animation.
REVERSE 0x04 Play animation in reverse direction.
PING_PONG 0x08 Play animation going forwards, then backwards.
SMOOTH 0x10 Slide in the X direction, instead of playing separate frames.
In both SCALE and ROTATE modes, causes smooth transitions.
ROTATE 0x20 Animate texture rotation.
Does not work with SCALE
SCALE 0x40 Animate the texture scale.
Does not work with ROTATE

Caveats

  • The function silently fails if its face value indicates a face that does not exist.
  • If start is out of bounds the script continues to execute without an error message.
  • You can only have one texture animation on a prim.
    • Calling llSetTextureAnim more than once on a prim will reset the existing animation.
    • Calling llSetTextureAnim again with exact same values will not reset animation (a small difference in rate will suffice).
  • You cannot combine ROTATE and SCALE flags.
  • sizex and sizey are both limited to a range of 0 to 255.
    • Negative sizes behave as if texture repeats were set to 0, and cannot be used to mirror frames.
  • Different animation modes override some of the prim's texture parameters, but others can still be used:
    • Texture offsets are ignored in frame-based and SMOOTH scrolling modes.
      • Repeats are ignored if sizex and sizey are not 0.
      • With either of the sizes set to 0, SMOOTH scrolling will use the prim's texture repeats. In frame-based animation, there is no meaningful effect.
    • The texture rotation is ignored in ROTATE mode.
    • Texture repeats are ignored in SCALE mode.
  • Selecting and un-selecting a prim with animation will reset animation from beginning.
  • While a texture animation is active on any face of a prim, PRIM_NORMAL and PRIM_SPECULAR are forced to have their repeats, rotations and offsets to match the PRIM_TEXTURE ones, even on faces that are not being animated.

Examples

This slides a texture smoothly, along the horizontal U-axis, and loops it when it gets to the end.

For Blinn-Phong materials, the texture's rotation for each side affects the apparent motion. So if the texture is rotated 90 degrees by use of the edit box, the texture may not flow in the direction expected.

For PBR materials, the Blinn-Phong texture rotation for each side affects the apparent motion, and any Blinn-Phong transform component (for example the offsets argument of PRIM_TEXTURE) which is not animated will be applied to the PBR material as well. Thus, a GLTF material without a GLTF texture transform will animate identically to a Blinn-Phong material. If a GLTF texture transform (for example PRIM_GLTF_BASE_COLOR) is applied, it will be in addition to the Blinn-Phong transform and texture animation. This allows for more flexibility; however, a more complex GLTF texture transform will not loop as easily.

llSetTextureAnim(ANIM_ON | SMOOTH | LOOP , ALL_SIDES, 1, 1, 1.0, 1.0, 1.0);

This slides a texture smoothly, along the horizontal U-axis, in the opposite direction.

llSetTextureAnim(ANIM_ON | SMOOTH | LOOP , ALL_SIDES, 1, 1, 1.0, 1.0, -1.0);

This divides a texture into 64 "cells", 8 across, and 8 down, and flips through them, left to right, top to bottom. This is useful for cell animation.

llSetTextureAnim( ANIM_ON | LOOP, ALL_SIDES, 8, 8, 0.0, 64.0, 6.4 );

This rotates a texture counter-clockwise at 2 revolutions per second. Change the last value to -2*TWO_PI to rotate clockwise.

llSetTextureAnim(ANIM_ON | SMOOTH | ROTATE | LOOP, ALL_SIDES,1,1,0, TWO_PI, 2*TWO_PI);

This scales a texture larger and smaller.

llSetTextureAnim(ANIM_ON | SMOOTH | SCALE | PING_PONG | LOOP, ALL_SIDES, 1, 1, 1.0, 3.0, 2.0);

This turns off all texture animations.

llSetTextureAnim(FALSE, ALL_SIDES, 0, 0, 0.0, 0.0, 1.0);

This toggles a looping animation to make it stop at a specific frame.

integer textureIsBeingAnimated;

default
{
    touch_start(integer num_detected)
    {
        if (textureIsBeingAnimated)
            llSetTextureAnim(ANIM_ON | LOOP, ALL_SIDES, 1, 5, 0.0, 0.0, 1.0);
        else
            llSetTextureAnim(ANIM_ON | SMOOTH, ALL_SIDES, 1, 5, 5.0, 1.0, 1.0);

        // toggle back and forth between TRUE (1) and FALSE (0)
        textureIsBeingAnimated = !textureIsBeingAnimated;
    }
}

Notes

Texture animation is a property of the prim (i.e., you can remove the script that started the animation, and the prim will remember the settings anyway.) Note, though, that as of Jan 2009, texture animation is still one of the prim properties that is lost when using the rezzed in world copy method of shift-drag. Originally brought up in VWR-640, it got its own issue in SVC-3925.

See Also

Functions

•  llSetLinkTextureAnim

Articles

•  Negative Index

Deep Notes

History

Footnotes

  1. ^ Though if rate is negative and the REVERSE flag is used, they cancel each other out.
  2. ^ Early release notes were not very accurate or thorough, they sometimes included information about features added in previous releases or failed to include information about features added in that release.

Signature

function void llSetTextureAnim( integer mode, integer face, integer sizex, integer sizey, float start, float length, float rate );