Difference between revisions of "Smooth Sliding Door"
Kira Komarov (talk | contribs) (Added auto-close feature.) |
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// | // | ||
// Basic Physical Sliding Door Script | // Basic Physical Sliding Door Script | ||
// by SimonT Quinnell edited by Kira Komarov | // by SimonT Quinnell (11/07/2009) edited by Kira Komarov | ||
// for auto-close | // for auto-close (17/06/2011). | ||
// | |||
// | // | ||
// NOTE: If you are going to reposition the door, do it while the door is closed. | // NOTE: If you are going to reposition the door, do it while the door is closed. | ||
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float OPENTIME = 3.5; // Time taken to open door | float OPENTIME = 3.5; // Time taken to open door | ||
float CLOSETIME = 3.5; // Time taken to close door | float CLOSETIME = 3.5; // Time taken to close door | ||
float | float AUTO_CLOSE_TIME = 5; // Time to auto-close the door | ||
// ******************************************************************** | // ******************************************************************** |
Revision as of 06:37, 17 June 2011
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
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
The Script
<lsl> // ******************************************************************** // // 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 ]); }
}</lsl>
The Script with Auto-Close
Kira Komarov: 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.
<lsl> // ******************************************************************** // // Basic Physical Sliding Door Script // by SimonT Quinnell (11/07/2009) edited by Kira Komarov // 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(); }
} </lsl>