Difference between revisions of "LlRezAtRoot"

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(formula fix for rez distance)
 
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{{LSLFunctionAll|func_id=286|func_sleep=0.1|func_energy=200.0|func=llRezAtRoot|p1_type=string|p1_name=inventory|p2_type=vector|p2_name=pos|p3_type=vector|p3_name=vel|p4_type=rotation|p4_name=rot|p5_type=integer|p5_name=param|func_footnote=Instantiate owner's inventory object at pos with velocity vel and rotation rot with start parameter param.<br />The last selected root object's location will be set to pos|return_text|spec|caveats|examples|helpers|related|also|notes}}[[Category:LSL_Functions]][[Category:LSL_Stub]]
{{LSL_Function
|inject-2={{Issues/SVC-3145}}{{LSL_Function/inventory|inventory|uuid=false|type=object}}{{LSL_Function/position|position|region=*|limit=10 meters}}
|func=llRezAtRoot|func_id=286|func_sleep=0.1|func_energy=200.0
|p1_type=string|p1_name=inventory
|p2_type=vector|p2_name=position|p2_desc=&#32;to place the object
|p3_type=vector|p3_name=velocity|p3_desc=initial velocity
|p4_type=rotation|p4_name=rot|p4_desc=initial rotation
|p5_type=integer|p5_name=param|p5_desc=[[on_rez]] event parameter and value returned by [[llGetStartParameter]] in the rezzed object (or by each of the items in a coalesced object).|p5_hover=on_rez event parameter and value returned by llGetStartParameter in the rezzed object.
|func_desc=Instantiate {{LSLP|inventory}} object rotated to {{LSLP|rot}} with its root at {{LSLP|position}}, moving at {{LSLP|velocity}}, using {{LSLP|param}} as the start parameter
|func_footnote=To rez an object so its [[llGetGeometricCenter|center]] is at {{LSLP|position}} (instead of the root) use [[llRezObject]] instead.
|constants
|spec
|caveats=
*Silently fails to rez {{LSLP|inventory}} if {{LSLP|position}} is more than 10 meters away from the prim trying to rez {{LSLP|inventory}}. (Note: the max distance is actually 10.0 + llVecMag(llGetScale()/2))
* If the object is unattached and the owner of the object does not have copy permission  on {{LSLP|inventory}}, the object will no longer be present in inventory after it is rezzed (so another attempt to rez (the same object) will fail); if the owner does have copy permission, then a copy is rezzed, and the original {{LSLP|inventory}} remains in inventory.
* If the object is attached and the owner of the object does not have copy permission  on {{LSLP|inventory}}, an error is shouted on [[DEBUG_CHANNEL]]: "Cannot rez no copy objects from an attached object."
*Silently fails if you don't have offline building rights on the land. To have the right, your objects needs to ''either'':
** Be on land you own yourself.
** Be on land where anyone is allowed to build, e.g. a sandbox.
** Be deeded to the group that owns the land.
** Be set to the same group that owns the land and the land have the parcel flag 'allow group to build' set.
* The group role "Always allow 'Create Objects'" will only work to override this when you are online, in the region, or have a child agent in the region. See the issues under Deep Notes for more information.
* See [[object_rez]] for examples on how to establish communications between the rezzing object and the new prim.
|examples=
<source lang="lsl2">//Rez an object on touch
string object = "Object";//Object in inventory
integer start_param = 10;
rotation rot;
 
default
{
    state_entry()
    {
        rot = llEuler2Rot(< 0, 90, 90> * DEG_TO_RAD);
    }
    touch_start(integer a)
    {
        vector vec = llGetPos() + < 0.0, 0.0, 5.0>; // 5 meter above this
        vector speed = llGetVel();
        llRezAtRoot(object, vec, speed, rot, start_param);
    }
}</source>
<source lang="lsl2">//Rez an object on touch, with relative position, rotation, and velocity all described in the rezzing prim's coordinate system.
string object = "Object"; // Name of object in inventory
vector relativePosOffset = <2.0, 0.0, 1.0>; // "Forward" and a little "above" this prim
vector relativeVel = <1.0, 0.0, 0.0>; // Traveling in this prim's "forward" direction at 1m/s
rotation relativeRot = <0.707107, 0.0, 0.0, 0.707107>; // Rotated 90 degrees on the x-axis compared to this prim
integer startParam = 10;
 
default
{
    touch_start(integer a)
    {
        vector myPos = llGetPos();
        rotation myRot = llGetRot();
 
        vector rezPos = myPos+relativePosOffset*myRot;
        vector rezVel = relativeVel*myRot;
        rotation rezRot = relativeRot*myRot;
 
        llRezAtRoot(object, rezPos, rezVel, rezRot, startParam);
    }
}</source>
<source lang="lsl2">/*
    NO COPY Rezzer Example by Daemonika Nightfire
    Always rez the first object at touch, removing it from the content,
    when the first one is removed, the next object automatically moves to the first position.
 
    Content example:
    object (no copy)
    object 1 (no copy)
    object 2 (no copy)
    object 3 (no copy)
    object 4 (no copy)
    ...
   
*/
 
vector relativePosOffset = <2.0, 0.0, 1.0>; // "Forward" and a little "above" this prim
vector relativeVel = <1.0, 0.0, 0.0>; // Traveling in this prim's "forward" direction at 1m/s
vector relativeRot = <90, 0, 0>; // Rotated 90 degrees on the x-axis compared to this prim
integer startParam = 10;
default
{
    touch_start(integer a)
    {
        if(llGetInventoryNumber(INVENTORY_OBJECT) > 0) // checks if at least 1 object is present.
        {
            string object = llGetInventoryName(INVENTORY_OBJECT, 0); // name of the first object in inventory
            vector myPos = llGetPos();
            rotation myRot = llGetRot();
   
            vector rezPos = myPos+relativePosOffset*myRot;
            vector rezVel = relativeVel*myRot;
            rotation rezRot = llEuler2Rot(relativeRot*DEG_TO_RAD)*myRot;
   
            llRezAtRoot(object, rezPos, rezVel, rezRot, startParam);
        }
        else
        {
            llSay(0, "This rezzer is empty");
        }
    }
}</source>
|helpers
|also_header
|also_constants=
{{LSL DefineRow||[[PRIM_TEMP_ON_REZ]]|}}
|also_functions=
{{LSL DefineRow||[[llRezObject]]|}}
{{LSL DefineRow||[[llGetStartParameter]]|}}
{{LSL DefineRow||[[llGodLikeRezObject]]|}}
|also_tests
|also_events=
{{LSL DefineRow||[[object_rez]]|triggered when this object rezzes an object from inventory}}
|also_articles
|also_footer
|notes
|mode
|location
|cat1=Rez
|cat2=Object
|cat3=Inventory
|haiku={{Haiku|Abracadabra!|Velvet ears and twitching nose|Emerge from his hat.}}
|cat4
}}

Latest revision as of 09:38, 26 April 2024

Summary

Function: llRezAtRoot( string inventory, vector position, vector velocity, rotation rot, integer param );
0.1 Forced Delay
200.0 Energy

Instantiate inventory object rotated to rot with its root at position, moving at velocity, using param as the start parameter

• string inventory an object in the inventory of the prim this script is in
• vector position position in region coordinates to place the object
• vector velocity initial velocity
• rotation rot initial rotation
• integer param on_rez event parameter and value returned by llGetStartParameter in the rezzed object (or by each of the items in a coalesced object).

To rez an object so its center is at position (instead of the root) use llRezObject instead.

Caveats

  • This function causes the script to sleep for 0.1 seconds.
  • If inventory is missing from the prim's inventory or it is not an object then an error is shouted on DEBUG_CHANNEL.
  • Silently fails to rez inventory if position is more than 10 meters away from the prim trying to rez inventory. (Note: the max distance is actually 10.0 + llVecMag(llGetScale()/2))
  • If the object is unattached and the owner of the object does not have copy permission on inventory, the object will no longer be present in inventory after it is rezzed (so another attempt to rez (the same object) will fail); if the owner does have copy permission, then a copy is rezzed, and the original inventory remains in inventory.
  • If the object is attached and the owner of the object does not have copy permission on inventory, an error is shouted on DEBUG_CHANNEL: "Cannot rez no copy objects from an attached object."
  • Silently fails if you don't have offline building rights on the land. To have the right, your objects needs to either:
    • Be on land you own yourself.
    • Be on land where anyone is allowed to build, e.g. a sandbox.
    • Be deeded to the group that owns the land.
    • Be set to the same group that owns the land and the land have the parcel flag 'allow group to build' set.
  • The group role "Always allow 'Create Objects'" will only work to override this when you are online, in the region, or have a child agent in the region. See the issues under Deep Notes for more information.
  • See object_rez for examples on how to establish communications between the rezzing object and the new prim.

Examples

//Rez an object on touch
string object = "Object";//Object in inventory
integer start_param = 10;
rotation rot;

default
{
    state_entry()
    {
        rot = llEuler2Rot(< 0, 90, 90> * DEG_TO_RAD);
    }
    touch_start(integer a)
    {
        vector vec = llGetPos() + < 0.0, 0.0, 5.0>; // 5 meter above this
        vector speed = llGetVel();
        llRezAtRoot(object, vec, speed, rot, start_param);
    }
}
//Rez an object on touch, with relative position, rotation, and velocity all described in the rezzing prim's coordinate system.
string object = "Object"; // Name of object in inventory
vector relativePosOffset = <2.0, 0.0, 1.0>; // "Forward" and a little "above" this prim
vector relativeVel = <1.0, 0.0, 0.0>; // Traveling in this prim's "forward" direction at 1m/s
rotation relativeRot = <0.707107, 0.0, 0.0, 0.707107>; // Rotated 90 degrees on the x-axis compared to this prim
integer startParam = 10;

default
{
    touch_start(integer a)
    {
        vector myPos = llGetPos();
        rotation myRot = llGetRot();

        vector rezPos = myPos+relativePosOffset*myRot;
        vector rezVel = relativeVel*myRot;
        rotation rezRot = relativeRot*myRot;

        llRezAtRoot(object, rezPos, rezVel, rezRot, startParam);
    }
}
/* 
    NO COPY Rezzer Example by Daemonika Nightfire
    Always rez the first object at touch, removing it from the content,
    when the first one is removed, the next object automatically moves to the first position.

    Content example:
    object (no copy)
    object 1 (no copy)
    object 2 (no copy)
    object 3 (no copy)
    object 4 (no copy)
    ...
    
*/

vector relativePosOffset = <2.0, 0.0, 1.0>; // "Forward" and a little "above" this prim
vector relativeVel = <1.0, 0.0, 0.0>; // Traveling in this prim's "forward" direction at 1m/s
vector relativeRot = <90, 0, 0>; // Rotated 90 degrees on the x-axis compared to this prim
integer startParam = 10;
 
default
{
    touch_start(integer a)
    {
        if(llGetInventoryNumber(INVENTORY_OBJECT) > 0) // checks if at least 1 object is present.
        {
            string object = llGetInventoryName(INVENTORY_OBJECT, 0); // name of the first object in inventory
            vector myPos = llGetPos();
            rotation myRot = llGetRot();
     
            vector rezPos = myPos+relativePosOffset*myRot;
            vector rezVel = relativeVel*myRot;
            rotation rezRot = llEuler2Rot(relativeRot*DEG_TO_RAD)*myRot;
     
            llRezAtRoot(object, rezPos, rezVel, rezRot, startParam);
        }
        else
        {
            llSay(0, "This rezzer is empty");
        }
    }
}

See Also

Constants

•  PRIM_TEMP_ON_REZ

Events

•  object_rez triggered when this object rezzes an object from inventory

Functions

•  llRezObject
•  llGetStartParameter
•  llGodLikeRezObject

Deep Notes

Signature

function void llRezAtRoot( string inventory, vector position, vector velocity, rotation rot, integer param );

Haiku

Abracadabra!
Velvet ears and twitching nose
Emerge from his hat.