Difference between revisions of "Template:LSL Constants Sensor"
Jump to navigation
Jump to search
m |
m (Removed dead link to lslwiki) |
||
(48 intermediate revisions by 12 users not shown) | |||
Line 1: | Line 1: | ||
{{#if:{{{no_wrapper|}}}||{{{!}} }} | {{#if:{{{no_wrapper|}}}||{{{!}} }} | ||
{{!}}- valign="top" | {{!}}- valign="top" | ||
{{!}} | {{!}} <div style="display:inline-block;"> | ||
{{{!}} {{Prettytable|style={{{tstyle|}}}}} | {{{!}} {{Prettytable|style=margin-bottom:0;{{{tstyle|}}}}} | ||
{{!}}-{{Hl2}} | {{!}}-{{Hl2}} | ||
! colspan="2" {{!}} '''{{{1|}}} Flag''' | ! colspan="2" {{!}} '''{{{1|}}} Flag Mask''' | ||
! '''Description''' | ! '''Description ([[llDetectedType]]())''' | ||
! '''Description ([[llSensor]]() and [[llSensorRepeat]]() mask)''' | |||
{{!}}-{{#if: | |||
{{!}} {{#vardefine:AGENT_BY_LEGACY_NAME|{{LSL Const|AGENT_BY_LEGACY_NAME|integer|1|hex=0x1|c=Agents}}}}{{#var:AGENT_BY_LEGACY_NAME}} | |||
{{!}} {{#var:value}} | |||
{{!}} {{#var:comment}} | |||
{{!}} This is used to find agents by {{LSLGC|Avatar/Name|legacy name}}. | |||
{{!}}- | |||
{{!}} {{#vardefine:AGENT|{{LSL Const|AGENT|integer|1|hex=0x1|c=Agents}}}}{{#var:AGENT}} | |||
{{!}} {{#var:value}} | |||
{{!}} {{#var:comment}} | |||
{{!}} This is also used to find agents by {{LSLGC|Avatar/Name|legacy name}}, and is functionally identical to [[AGENT_BY_LEGACY_NAME]] | |||
{{!}}- | |||
{{!}} {{#vardefine:AGENT_BY_USERNAME|{{LSL Const|AGENT_BY_USERNAME|integer|16|hex=0x10|c=Agents}}}}{{#var:AGENT_BY_USERNAME}} | |||
{{!}} {{#var:value}} | |||
{{!}} ''{{HoverText|Reserved|This value is currently not used by llDetectedType}}'' | |||
{{!}} This is used to find agents by {{LSLGC|Avatar/Name|username}}. | |||
{{!}}- | {{!}}- | ||
{{!}} {{#vardefine: | {{!}} {{#vardefine:ACTIVE|{{LSL Const|ACTIVE|integer|2|hex=0x2|c=Physical tasks. (Physical objects & agents) }}}}{{#var:ACTIVE}} | ||
{{!}} {{#var:value}} | {{!}} {{#var:value}} | ||
{{!}} {{#var:comment}} | {{!}} {{#var:comment}} | ||
{{!}} Physical objects that are moving or objects containing an active script. Thus, it is using SL server resources now. | |||
{{!}}- | {{!}}- | ||
{{!}} {{#vardefine: | {{!}} {{#vardefine:PASSIVE|{{LSL Const|PASSIVE|integer|4|hex=0x4|c=Non-physical objects.}}}}{{#var:PASSIVE}} | ||
{{!}} {{#var:value}} | {{!}} {{#var:value}} | ||
{{!}} {{#var:comment}} | {{!}} {{#var:comment}} | ||
{{!}} | {{!}} Non-scripted or script is inactive and non-physical or, if physical, not moving. Thus, it is not using SL server resources now. | ||
{{!}}- | {{!}}- | ||
{{!}} {{#vardefine: | {{!}} {{#vardefine:SCRIPTED|{{LSL Const|SCRIPTED|integer|8|hex=0x8|c=Objects containing any active script.}}}}{{#var:SCRIPTED}} | ||
{{!}} {{#var:value}} | {{!}} {{#var:value}} | ||
{{!}} {{#var:comment}} | {{!}} {{#var:comment}} | ||
{{!}} Objects that has any script, which is doing anything in simulator just now. | |||
{{!}}- | {{!}}- | ||
{{!}} {{#vardefine: | {{!}} {{#vardefine:DAMAGEABLE|{{LSL Const|DAMAGEABLE|integer|32|hex=0x20|c=Objects & agents that are able to process damage.}}}}{{#var:DAMAGEABLE}} | ||
{{!}} {{#var:value}} | {{!}} {{#var:value}} | ||
{{!}} {{#var:comment}} | {{!}} {{#var:comment}} | ||
{{!}} Filter for objects in world that have a script with [[on_damage]] or a [[final_damage]] event (able to process damage) | |||
{{!}}} | {{!}}} | ||
{{#if:{{{no_wrapper|}}}||{{!}}} }} | </div><div style="display:inline-block;"> | ||
{{{!}} {{Prettytable}} | |||
{{!}}-{{Hl2}} | |||
![[llDetectedType]]() | |||
!Scripted | |||
!Not Scripted | |||
!Agent Standing | |||
!title="Agent sitting on object"|Agent Sitting | |||
{{!}}- | |||
! Physical Movement | |||
{{!}} 10 ({{#var:ACTIVE}}|{{#var:SCRIPTED}}) | |||
{{!}} 2 ({{#var:ACTIVE}}) | |||
{{!}} 3 ({{#var:ACTIVE}}|{{#var:AGENT}}) | |||
{{!}} 3 ({{#var:ACTIVE}}|{{#var:AGENT}}) | |||
{{!}}- | |||
! title="Not moving" | Non-Physical | |||
{{!}} 12 ({{#var:PASSIVE}}|{{#var:SCRIPTED}}) | |||
{{!}} 4 ({{#var:PASSIVE}}) | |||
{{!}} 1 ({{#var:AGENT}}) | |||
{{!}} 5 ({{#var:PASSIVE}}|{{#var:AGENT}}) | |||
{{!}}}</div> | |||
{{#if:{{{no_wrapper|}}}||{{!}}} }}{{#if: | |||
{{#if:{{{examples|}}}<noinclude>*</noinclude>| | |||
{{#vardefine:examples|{{#var:examples}} | |||
'''Using [[llDetectedType]] in [[collision]] event:''' | |||
<source lang="lsl2"> | |||
integer type; | |||
default | |||
{ | |||
state_entry() | |||
{ | |||
llVolumeDetect(TRUE); | |||
} | |||
collision_start(integer detected) | |||
{ | |||
type = llDetectedType(0); | |||
if (type == AGENT)// = 1 | |||
{ | |||
llSay(0, "This is impossible. Since there is no avatar who doesn't require the physical calculation."); | |||
} | |||
else if (type == ACTIVE)// = 2 | |||
{ | |||
llSay(0, "I have been struck by a physical object not containing any script."); | |||
} | |||
else if (type == PASSIVE)// = 4 | |||
{ | |||
llSay(0, "This is impossible. Non-physical objects cannot trigger this event."); | |||
} | |||
else if (type == SCRIPTED)// = 8 | |||
{ | |||
llSay(0, "This is impossible. Since there is no object which isn't physical nor non-physical."); | |||
} | |||
else if (type == (AGENT | ACTIVE) ) // 1 + 2 | |||
{ | |||
llSay(0, "I have been struck by an avatar."); | |||
} | |||
else if (type == (SCRIPTED | ACTIVE) ) // = 8 + 2 | |||
{ | |||
llSay(0, "I have been struck by a physical object containing any script."); | |||
} | |||
else if (type == (SCRIPTED | PASSIVE) ) // = 8 + 4 | |||
{ | |||
llSay(0, "This is impossible. Non-physical objects cannot trigger this event."); | |||
} | |||
} | |||
} | |||
</source> | |||
'''Using [[llDetectedType]] in [[sensor]] event:''' | |||
<source lang="lsl2"> | |||
default | |||
{ | |||
touch_start(integer numberDetected) | |||
{ | |||
llSensor("", "", ACTIVE | PASSIVE | AGENT, 20.0, PI); // activates the sensor. | |||
} | |||
sensor (integer numberDetected) | |||
{ | |||
integer i; | |||
while(i < numberDetected) | |||
{ | |||
integer type = llDetectedType(i); | |||
string message; | |||
message += (string)i + ", " + llDetectedName(i) + ", "; | |||
list typeList; | |||
if (type & AGENT) | |||
{ | |||
typeList += "AGENT"; | |||
} | |||
if (type & ACTIVE) | |||
{ | |||
typeList += "ACTIVE"; | |||
} | |||
if (type & PASSIVE) | |||
{ | |||
typeList += "PASSIVE"; | |||
} | |||
if (type & SCRIPTED) | |||
{ | |||
typeList += "SCRIPTED"; | |||
} | |||
message += llDumpList2String(typeList, "|"); | |||
llWhisper(0, message); | |||
++i; | |||
} | |||
} | |||
no_sensor() | |||
{ | |||
// This is impossible if range = 20.0 and you are standing within 10m! | |||
llWhisper(0, "Nothing is near me at present."); | |||
} | |||
} | |||
</source> | |||
'''Using filter in {{LSLGC|Sensor|llSensor*}} functions:''' | |||
<source lang="lsl2"> | |||
// Report nearby sensed objects and avatars under sundry categories | |||
list SenseTypes; | |||
integer gIndex; | |||
SenseNextType() | |||
{ | |||
string text = llList2String( SenseTypes, gIndex); | |||
integer tipe = llList2Integer(SenseTypes, gIndex + 1); | |||
if (tipe) | |||
{ | |||
llWhisper(0, text); | |||
llSensor("", NULL_KEY, tipe, 20.0, PI); | |||
gIndex += 2; // increment by stride | |||
} | |||
else | |||
llWhisper(0, "--- Finished ---"); | |||
} | |||
default | |||
{ | |||
touch_start(integer detected) | |||
{ | |||
// Make a Strided list of text and sensor type combinations | |||
// (Can't use '|' in Global, unfortunately) | |||
SenseTypes = [ | |||
"AGENT_BY_LEGACY_NAME", AGENT_BY_LEGACY_NAME, | |||
"ACTIVE", ACTIVE, | |||
"AGENT_BY_LEGACY_NAME|ACTIVE", AGENT_BY_LEGACY_NAME|ACTIVE, | |||
"PASSIVE", PASSIVE, | |||
"AGENT_BY_LEGACY_NAME|PASSIVE", AGENT_BY_LEGACY_NAME|PASSIVE, | |||
"ACTIVE|PASSIVE", ACTIVE|PASSIVE, | |||
"AGENT_BY_LEGACY_NAME|ACTIVE|PASSIVE", AGENT_BY_LEGACY_NAME|ACTIVE|PASSIVE, | |||
"SCRIPTED", SCRIPTED, | |||
"AGENT|SCRIPTED", AGENT|SCRIPTED, | |||
"ACTIVE|SCRIPTED", ACTIVE|SCRIPTED, | |||
"AGENT_BY_LEGACY_NAME|ACTIVE|SCRIPTED", AGENT_BY_LEGACY_NAME|ACTIVE|SCRIPTED, | |||
"PASSIVE|SCRIPTED", PASSIVE|SCRIPTED, | |||
"", 0 ]; | |||
gIndex = 0; | |||
SenseNextType(); // Kick off the sensing sequence | |||
} | |||
sensor(integer detected) | |||
{ | |||
integer x; | |||
while (x < detected) | |||
{ | |||
llWhisper(0, (string) (x+1) + ": " + llDetectedName(x) ); | |||
++x; | |||
} | |||
SenseNextType(); | |||
} | |||
no_sensor() | |||
{ | |||
llWhisper(0, "none"); | |||
SenseNextType(); | |||
} | |||
} | |||
</source> | |||
'''Detecting [[DAMAGEABLE|damageable]] things with sensors:''' | |||
<source lang="lsl"> | |||
default | |||
{ | |||
state_entry() | |||
{ | |||
llSensor("", "", SCRIPTED|AGENT|DAMAGEABLE, 20, PI); | |||
} | |||
no_sensor() | |||
{ | |||
llOwnerSay("Nothing detected"); | |||
} | |||
sensor(integer num_detected) | |||
{ | |||
llOwnerSay("Detected " + (string)num_detected + " damageable thing(s)"); | |||
integer i; | |||
for (i = 0; i < num_detected; ++i) | |||
{ | |||
string name = llDetectedName(i); | |||
integer isAgent = llDetectedType(i) & AGENT; | |||
list types = ["Object", "Agent"]; | |||
llOwnerSay(llList2String(types, isAgent) + ": " + name); | |||
} | |||
} | |||
} | |||
</source> | |||
}}}} | |||
}}<noinclude>{{#var:examples}}</noinclude> |
Latest revision as of 08:10, 7 November 2024
|
Using llDetectedType in collision event:
integer type;
default
{
state_entry()
{
llVolumeDetect(TRUE);
}
collision_start(integer detected)
{
type = llDetectedType(0);
if (type == AGENT)// = 1
{
llSay(0, "This is impossible. Since there is no avatar who doesn't require the physical calculation.");
}
else if (type == ACTIVE)// = 2
{
llSay(0, "I have been struck by a physical object not containing any script.");
}
else if (type == PASSIVE)// = 4
{
llSay(0, "This is impossible. Non-physical objects cannot trigger this event.");
}
else if (type == SCRIPTED)// = 8
{
llSay(0, "This is impossible. Since there is no object which isn't physical nor non-physical.");
}
else if (type == (AGENT | ACTIVE) ) // 1 + 2
{
llSay(0, "I have been struck by an avatar.");
}
else if (type == (SCRIPTED | ACTIVE) ) // = 8 + 2
{
llSay(0, "I have been struck by a physical object containing any script.");
}
else if (type == (SCRIPTED | PASSIVE) ) // = 8 + 4
{
llSay(0, "This is impossible. Non-physical objects cannot trigger this event.");
}
}
}
Using llDetectedType in sensor event:
default
{
touch_start(integer numberDetected)
{
llSensor("", "", ACTIVE | PASSIVE | AGENT, 20.0, PI); // activates the sensor.
}
sensor (integer numberDetected)
{
integer i;
while(i < numberDetected)
{
integer type = llDetectedType(i);
string message;
message += (string)i + ", " + llDetectedName(i) + ", ";
list typeList;
if (type & AGENT)
{
typeList += "AGENT";
}
if (type & ACTIVE)
{
typeList += "ACTIVE";
}
if (type & PASSIVE)
{
typeList += "PASSIVE";
}
if (type & SCRIPTED)
{
typeList += "SCRIPTED";
}
message += llDumpList2String(typeList, "|");
llWhisper(0, message);
++i;
}
}
no_sensor()
{
// This is impossible if range = 20.0 and you are standing within 10m!
llWhisper(0, "Nothing is near me at present.");
}
}
Using filter in llSensor* functions:
// Report nearby sensed objects and avatars under sundry categories
list SenseTypes;
integer gIndex;
SenseNextType()
{
string text = llList2String( SenseTypes, gIndex);
integer tipe = llList2Integer(SenseTypes, gIndex + 1);
if (tipe)
{
llWhisper(0, text);
llSensor("", NULL_KEY, tipe, 20.0, PI);
gIndex += 2; // increment by stride
}
else
llWhisper(0, "--- Finished ---");
}
default
{
touch_start(integer detected)
{
// Make a Strided list of text and sensor type combinations
// (Can't use '|' in Global, unfortunately)
SenseTypes = [
"AGENT_BY_LEGACY_NAME", AGENT_BY_LEGACY_NAME,
"ACTIVE", ACTIVE,
"AGENT_BY_LEGACY_NAME|ACTIVE", AGENT_BY_LEGACY_NAME|ACTIVE,
"PASSIVE", PASSIVE,
"AGENT_BY_LEGACY_NAME|PASSIVE", AGENT_BY_LEGACY_NAME|PASSIVE,
"ACTIVE|PASSIVE", ACTIVE|PASSIVE,
"AGENT_BY_LEGACY_NAME|ACTIVE|PASSIVE", AGENT_BY_LEGACY_NAME|ACTIVE|PASSIVE,
"SCRIPTED", SCRIPTED,
"AGENT|SCRIPTED", AGENT|SCRIPTED,
"ACTIVE|SCRIPTED", ACTIVE|SCRIPTED,
"AGENT_BY_LEGACY_NAME|ACTIVE|SCRIPTED", AGENT_BY_LEGACY_NAME|ACTIVE|SCRIPTED,
"PASSIVE|SCRIPTED", PASSIVE|SCRIPTED,
"", 0 ];
gIndex = 0;
SenseNextType(); // Kick off the sensing sequence
}
sensor(integer detected)
{
integer x;
while (x < detected)
{
llWhisper(0, (string) (x+1) + ": " + llDetectedName(x) );
++x;
}
SenseNextType();
}
no_sensor()
{
llWhisper(0, "none");
SenseNextType();
}
}
Detecting damageable things with sensors:
default
{
state_entry()
{
llSensor("", "", SCRIPTED|AGENT|DAMAGEABLE, 20, PI);
}
no_sensor()
{
llOwnerSay("Nothing detected");
}
sensor(integer num_detected)
{
llOwnerSay("Detected " + (string)num_detected + " damageable thing(s)");
integer i;
for (i = 0; i < num_detected; ++i)
{
string name = llDetectedName(i);
integer isAgent = llDetectedType(i) & AGENT;
list types = ["Object", "Agent"];
llOwnerSay(llList2String(types, isAgent) + ": " + name);
}
}
}