Difference between revisions of "HUD Dots Radar"
(Created page with 'Here is a simple example of drawing points on the HUD that cover a point in the region. It is based on Babbage's SLateIt, with the HUD drawing parts extracted for easier reus...') |
(remove some comments that do not apply) |
||
Line 14: | Line 14: | ||
7. Take the result to your inventory, it should be ready. | 7. Take the result to your inventory, it should be ready. | ||
To use, attach it to your HUD | To use, attach it to your HUD on the Center or Center 2 point. | ||
**************************************************/ | |||
**************************************************/ | |||
float gPrimSize = .02; | float gPrimSize = .02; |
Revision as of 04:11, 28 November 2010
Here is a simple example of drawing points on the HUD that cover a point in the region. It is based on Babbage's SLateIt, with the HUD drawing parts extracted for easier reuse.
First you will need to create a suitable HUD object. Use this first script to do that. It will ask for link permission, grant it. <lsl> /**************************************************
This is the script that creates the HUD dots radar object. 1. Rez a cube and take it to your inventory. 2. Drag the cube from your inventory back on to the ground. 3. Go back to your inventory, this time ctrl+drag the same cube to inside the one you just rezzed. 4. Edit the first cube, create a new script, paste in this code, and save. 5. Touch to create the object. 6. Edit the radar object again, create a new script, paste in the second script (the actual radar), and save. 7. Take the result to your inventory, it should be ready. To use, attach it to your HUD on the Center or Center 2 point. **************************************************/
float gPrimSize = .02; string gWorkPrim; integer gNewChild;
default {
state_entry() { llSetText("Rez a generic cube, take it to your inventory,\n" + "ctrl+drag it to inside this prim, then touch to begin", <1., 1., 1.>, 1.); } touch_start(integer num) { if (llDetectedKey(0) != llGetOwner()) return; gWorkPrim = llGetInventoryName(INVENTORY_OBJECT, 0); if (gWorkPrim == "") { llSetText("No object found in object inventory. Rez a generic cube, take it to your\n" + "inventory, ctrl+drag it to inside this prim, then touch to try again.", <1., 1., 0.>, 1.); return; } llRequestPermissions(llGetOwner(), PERMISSION_CHANGE_LINKS); } run_time_permissions(integer perm) { if (perm & PERMISSION_CHANGE_LINKS) { llSetText("Working...", <1., 1., 0.>, 1.); llSetLinkPrimitiveParamsFast(LINK_THIS, [ PRIM_NAME, "HUD dots radar", PRIM_ROTATION, ZERO_ROTATION, PRIM_SIZE, <gPrimSize, gPrimSize, gPrimSize>, PRIM_TEXTURE, ALL_SIDES, TEXTURE_BLANK, <1., 1., 0.>, ZERO_VECTOR, .5, PRIM_COLOR, ALL_SIDES, <1., 1., 0.>, 1., PRIM_FULLBRIGHT, ALL_SIDES, TRUE ]); gNewChild = 0; llRezObject(gWorkPrim, llGetPos() + <.5, 0., 0.>, ZERO_VECTOR, ZERO_ROTATION, 0); } } object_rez(key id) { llCreateLink(id, LINK_ROOT); llSetLinkPrimitiveParamsFast(2, [ PRIM_TYPE, PRIM_TYPE_SPHERE, PRIM_HOLE_DEFAULT, //hole shape <0., 1., 0.>, // cut 0., //hollow <0., 0., 0.>, // twist <0., 1., 0.>, // dimple PRIM_POSITION, <gPrimSize * (gNewChild + 1), 0., 0.>, PRIM_ROTATION, ZERO_ROTATION, PRIM_SIZE, <gPrimSize, gPrimSize, gPrimSize>, PRIM_TEXTURE, ALL_SIDES, TEXTURE_BLANK, <1., 1., 0.>, ZERO_VECTOR, 0., PRIM_COLOR, ALL_SIDES, <1., 1., 0.>, .5, PRIM_FULLBRIGHT, ALL_SIDES, TRUE, PRIM_DESC, (string)gNewChild ]); gNewChild++; if (gNewChild < 16) { llRezObject(gWorkPrim, llGetPos() + <.5, 0., 0.>, ZERO_VECTOR, ZERO_ROTATION, 0); } else { llRemoveInventory(gWorkPrim); llSetText("Object created, you can drag in the radar script now.", <0., 1., 0.>, 1.); llRemoveInventory(llGetScriptName()); } }
} </lsl>
When you have created the object, put this script in its root prim.
<lsl> // HUD dots radar
// Derived from Babbage Linden's SlateIt, http://wiki.secondlife.com/wiki/SLateIt // Available under the Creative Commons Attribution-ShareAlike 2.5 license // http://creativecommons.org/licenses/by-sa/2.5/
// This is a simple example of drawing a dot on the HUD covering a point // in the region. // // Based by Cerise Sorbet on Babbage Linden's SLateIt, with the HUD drawing part // extracted to make it easier to follow and reuse. // // This little example does only simple things for demonstration. The HUD has 16 // pointer prims that it moves over avatars in radar range. Only avatars within the // HUD square get dots, the rest are skipped. The floating text will be a distraction // in a real application, but it helps to see how things work.
vector gHomePosition = <0., 0., -1.1>; // puts the root prim off screen
// vector gHomePosition = <0., 0., -0.2>; // puts the root prim on the screen for debugging
float gPrimSize = .02; // make this match the build script. it is only for tidiness
integer gHadSensor;
// Here is the function that does the interesting part.
// convert region coordinates to a spot on the center or center2 HUD position. // returns ZERO_VECTOR if the coordinates are off screen // // Derived from Babbage Linden's SlateIt, http://wiki.secondlife.com/wiki/SLateIt // Available under the Creative Commons Attribution-ShareAlike 2.5 license // http://creativecommons.org/licenses/by-sa/2.5/
// precalculated stuff for perspective, FOV is 60 degrees, // gFOV is 1./ llTan(((60. * DEG_TO_RAD) / 2.)) float gFOV = 1.7320508075688774;
vector Region2HUD(vector objectPos, vector cameraPos, rotation cameraRot) { // vector cameraPos = llGetCameraPos(); // rotation cameraRot = llGetCameraRot();
// Translate object in to camera space. objectPos = (objectPos - cameraPos) // Rotate object in camera space. * (ZERO_ROTATION / cameraRot);
// Switch axes from Z = up to RHS (X = left, Y = up, Z = forward) objectPos = <-objectPos.y, objectPos.z, objectPos.x>;
// Apply perspective distortion and clip object to HUD float xHUD = (objectPos.x * gFOV) / objectPos.z; if (xHUD > -1. && xHUD < 1.) { float yHUD = (objectPos.y * gFOV) / objectPos.z; if (yHUD > -1. && yHUD < 1.) { // Set front clipping plane to 1m and back clipping plane to infinity. float zHUD = (objectPos.z - 2) / objectPos.z; if (zHUD > -1. && zHUD < 1.) return <0., -xHUD / 2., yHUD / 2.>; } }
return ZERO_VECTOR;
}
// Move uninteresting prims out of the way behind the root
ResetChildPositions(integer startPrim)
{
integer i = llGetNumberOfPrims(); if (i > 1) { for (; i >= startPrim; i--) llSetLinkPrimitiveParamsFast(i, [ PRIM_POSITION, <gPrimSize * i, 0., 0.>, PRIM_TEXT, "", ZERO_VECTOR, 0. ]); }
}
Setup()
{
ResetChildPositions(2);
// make sure the object is attached to one of the center HUD points integer attachPoint = llGetAttached(); if (attachPoint != ATTACH_HUD_CENTER_1 && attachPoint != ATTACH_HUD_CENTER_2) { llOwnerSay("Attach me to the Center or Center 2 HUD position."); // some floating text to make the object easier to find llSetText ("HUD dots radar\n|\n|\nV", <1.,1.,0.>, 1.); return; }
// put the root where it belongs llSetRot(ZERO_ROTATION); llSetPos(gHomePosition); llSetText("", ZERO_VECTOR, 0.);
llRequestPermissions(llGetOwner(), PERMISSION_TRACK_CAMERA|PERMISSION_TAKE_CONTROLS);
}
default
{
state_entry() { Setup(); }
attach(key id) { if (id) Setup(); }
on_rez(integer p) { Setup(); }
run_time_permissions(integer p) { // keep-running hack if (p & PERMISSION_TAKE_CONTROLS) llTakeControls(CONTROL_LBUTTON, FALSE, TRUE);
if (p & PERMISSION_TRACK_CAMERA) llSetTimerEvent(5.0); else llOwnerSay("Something went wrong, did not get PERMISSION_TRACK_CAMERA!"); }
timer() { // using llSensor on a timer because llSensorRepeat is quirky llSensor("", "", AGENT, 96., PI); }
no_sensor() { // clean up if there were visible dots before if (gHadSensor) ResetChildPositions(2); }
sensor(integer num) { vector cameraPos = llGetCameraPos(); rotation cameraRot = llGetCameraRot();
integer i; for (i = 0; i < num; i++) { vector childPos = Region2HUD(llDetectedPos(i), cameraPos, cameraRot); if (childPos) { // only show avatars in the hud square llSetLinkPrimitiveParamsFast(i + 2, [ PRIM_POSITION, childPos - llGetLocalPos(), PRIM_TEXT, llDetectedName(i), <1.,1.,1.>, 1. ]); } else { // off screen, put the dot away llSetLinkPrimitiveParamsFast(i + 2, [ PRIM_POSITION, <gPrimSize * i + 2, 0., 0.>, PRIM_TEXT, "", ZERO_VECTOR, 0. ]); } } ResetChildPositions(i + 2); }
} </lsl>