Smooth Sliding Door: Difference between revisions
Flax Quirina (talk | contribs) mNo edit summary |
Omei Qunhua (talk | contribs) Alternative script |
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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 | 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 | ||
===For a script with fewer problems, see "Alternative Script" at the end of this page.=== | |||
==The Script== | ==The Script== | ||
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} | } | ||
} | } | ||
</lsl> | |||
==Alternative Script== | |||
<lsl> | |||
// A go-Physical+Phantom Sliding Door by Omei Qunhua | |||
// with Auto-computation of movement axis and distance | |||
// To avoid problems, the script ignores touches while the door is moving | |||
string gAxis; // will be "x", "y" or "z" after we compute the desired axis | |||
vector gOffset; | |||
rotation gRot; | |||
vector gHome; | |||
integer AUTO_CLOSE_TIME = 8; // Can be zero if no auto-close is desired | |||
StartMove(vector Target) | |||
{ | |||
// Set the door PHANTOM and PHYSICAL and start moving it | |||
llMoveToTarget(Target, 3); // Do this first, to avoid the door dropping | |||
llSetStatus(STATUS_PHANTOM, TRUE); | |||
llSetStatus(STATUS_PHYSICS, TRUE); | |||
llSetTimerEvent(5); // Start a timer. We will end the move after this time. | |||
} | |||
EndMove(vector Target) | |||
{ | |||
// Return the door to non-phantom, non-physical and do a final confirmatory move | |||
llSetTimerEvent(0); | |||
llSetStatus(STATUS_PHYSICS, FALSE); | |||
llSetStatus(STATUS_PHANTOM, FALSE); | |||
llSetPrimitiveParams([ PRIM_POSITION, Target, PRIM_ROTATION, gRot ]); | |||
} | |||
default | |||
{ | |||
state_entry() | |||
{ | |||
gRot = llGetRot(); | |||
gHome = llGetPos(); | |||
vector Scale = llGetScale(); | |||
// Find the middle sized dimension of the door prim | |||
// This determines the axis to move on, and the distance to move | |||
list lx = llListSort ( [Scale.x, "x", Scale.y, "y", Scale.z, "z"], 2, TRUE); | |||
float Dist = llList2Float(lx, 2); | |||
gAxis = llList2String(lx, 3); | |||
gOffset = < (Dist * (gAxis == "x") ), (Dist * (gAxis == "y")), (Dist * (gAxis == "z"))>; | |||
} | |||
touch_end(integer total_number) | |||
{ | |||
state opening; | |||
} | |||
} | |||
state opening // In this state, the door is in process of opening | |||
{ | |||
state_entry() | |||
{ | |||
StartMove(gHome + gOffset * gRot); | |||
} | |||
timer() | |||
{ | |||
EndMove(gHome + gOffset * gRot); | |||
state open; | |||
} | |||
} | |||
state open // The door is fully open | |||
{ | |||
state_entry() | |||
{ | |||
llSetTimerEvent(AUTO_CLOSE_TIME); // Close the door after this time (or not, if value is zero) | |||
} | |||
// We will close the door either if it's touched while fully open, or after a time | |||
touch_end(integer num) | |||
{ | |||
state closing; | |||
} | |||
timer() | |||
{ | |||
state closing; | |||
} | |||
} | |||
state closing // State for when the door is in the process of closing | |||
{ | |||
state_entry() | |||
{ | |||
StartMove(gHome); | |||
} | |||
timer() | |||
{ | |||
EndMove(gHome); | |||
state default; | |||
} | |||
} | |||
</lsl> | </lsl> | ||
Revision as of 07:42, 25 April 2014
| 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
For a script with fewer problems, see "Alternative Script" at the end of this page.
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
Flax Quirina: 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 Flax Quirina // 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>
Alternative Script
<lsl> // A go-Physical+Phantom Sliding Door by Omei Qunhua // with Auto-computation of movement axis and distance // To avoid problems, the script ignores touches while the door is moving
string gAxis; // will be "x", "y" or "z" after we compute the desired axis vector gOffset; rotation gRot; vector gHome; integer AUTO_CLOSE_TIME = 8; // Can be zero if no auto-close is desired
StartMove(vector Target) {
// Set the door PHANTOM and PHYSICAL and start moving it llMoveToTarget(Target, 3); // Do this first, to avoid the door dropping llSetStatus(STATUS_PHANTOM, TRUE); llSetStatus(STATUS_PHYSICS, TRUE); llSetTimerEvent(5); // Start a timer. We will end the move after this time.
} EndMove(vector Target) {
// Return the door to non-phantom, non-physical and do a final confirmatory move llSetTimerEvent(0); llSetStatus(STATUS_PHYSICS, FALSE); llSetStatus(STATUS_PHANTOM, FALSE); llSetPrimitiveParams([ PRIM_POSITION, Target, PRIM_ROTATION, gRot ]);
}
default {
state_entry()
{
gRot = llGetRot();
gHome = llGetPos();
vector Scale = llGetScale();
// Find the middle sized dimension of the door prim
// This determines the axis to move on, and the distance to move
list lx = llListSort ( [Scale.x, "x", Scale.y, "y", Scale.z, "z"], 2, TRUE);
float Dist = llList2Float(lx, 2);
gAxis = llList2String(lx, 3);
gOffset = < (Dist * (gAxis == "x") ), (Dist * (gAxis == "y")), (Dist * (gAxis == "z"))>;
}
touch_end(integer total_number)
{
state opening;
}
}
state opening // In this state, the door is in process of opening {
state_entry()
{
StartMove(gHome + gOffset * gRot);
}
timer()
{
EndMove(gHome + gOffset * gRot);
state open;
}
}
state open // The door is fully open {
state_entry()
{
llSetTimerEvent(AUTO_CLOSE_TIME); // Close the door after this time (or not, if value is zero)
}
// We will close the door either if it's touched while fully open, or after a time
touch_end(integer num)
{
state closing;
}
timer()
{
state closing;
}
}
state closing // State for when the door is in the process of closing {
state_entry()
{
StartMove(gHome);
}
timer()
{
EndMove(gHome);
state default;
}
}
</lsl>